Systems, methods and apparatus for facilitating a flat rate play session on a gaming device and example player interfaces to a facilitate such

ABSTRACT

In accordance with some embodiments, there is provided a method, apparatus and article of manufacture for providing a flat rate play session using a gaming device. The flat rate play session may define a duration of, for example, a period of time, a number of game plays, and/or a number of qualifying events. In some embodiments, a flat rate play session may define a game and a wager amount per game play. In some embodiments, a player may be allowed to change the game and/or the wager amount per game play during the flat rate play session. In some embodiments, a retail price may be calculated for the flat rate play session based on a number of simulations of the flat rate play session and a desired profit margin. In some embodiments, various user interfaces (e.g., touch-screen menus) may be used to allow a player to select and purchase a flat rate play session. Various user interfaces (e.g., touch-screen menus) may also be used to allow a player to reconfigure a flat rate play session during the duration of the flat rate play session.

CLAIM OF PRIORITY

The present application claims the benefit of the following threeprovisional applications:

-   -   (i) U.S. Provisional Application 60/627,670, filed on Nov. 12,        2004 and entitled GAMING DEVICE OFFERING A FLAT RATE PLAY        SESSION AND METHODS THEREOF;    -   (ii) U.S. Provisional Application 60/637,338, filed on Dec. 17,        2004 and entitled GAMING DEVICE OFFERING A FLAT RATE PLAY        SESSION AND METHODS THEREOF; and    -   (iii) U.S. Provisional Application 60/679,138, filed on May 9,        2005 and entitled SYSTEMS, METHODS AND APPARATUS FOR        FACILITATING A FLAT RATE PLAY SESSION ON A GAMING DEVICE.

The entirety of each of the above provisional applications isincorporated by reference herein for all purposes.

The present application is a continuation-in-part application of U.S.application Ser. No. 10/001,089, filed Nov. 02, 2001 in the name ofWalker et al. and entitled GAMING DEVICE FOR A FLAT RATE PLAY SESSIONAND A METHOD OF OPERATING SAME; which application claims the benefit ofU.S. Provisional Application No. 60/282792 filed Apr. 10, 2001 and is acontinuation-in-part of U.S. application Ser. No. 09/518,760 filed Mar.03, 2000; which latter application in turn is continuation applicationof U.S. application Ser. No. 08/880,838 filed Jun. 23, 1997. Theentirety of each of these applications is incorporated by referenceherein for all purposes.

BACKGROUND

Applicants have previously invented methods and apparatus forfacilitating a flat rate play session. Commonly-owned U.S. applicationSer. No. 10/001,089, filed Nov. 2, 2001 and entitled GAMING DEVICE FOR AFLAT RATE PLAY SESSION AND A METHOD OF OPERATING SAME, for example,describes various methods and systems for facilitating a flat rate playsession. However, such flat rate play session methods and systems may befurther enhanced and augmented, for the benefit of players, gamingsystem manufacturers, and casinos.

SUMMARY

In accordance with some embodiments, there is provided a methodapparatus and article of manufacture for providing a flat rate playsession using a gaming device. In one embodiment, the method includesidentifying at least one price parameter, determining a flat rate pricebased upon the at least one identified price parameter, and initiating aflat rate play session of the gaming device upon receiving an indicationof payment of the flat rate price. The flat rate play session spans apre-established duration. A duration may comprise a specified amount oftime, a specified number of game plays (e.g. handle pulls of a slotmachine), and/or a specified number of qualifying events (e.g., winningoutcomes, occurrences of one or more predefined symbols, the achievementof a specified credit meter balance, an outcome of a live sportingevent, etc.).

In accordance with some embodiments, a method provides for determining aduration of a flat rate play session and a value of a price parameter;simulating play of the flat rate play session for the duration of theflat rate play session, using the value of the price parameter;determining, based upon the simulation, a simulated payout amount; andadding a profit margin amount to the simulated payout amount.

In accordance with some embodiments, a method provides for determining aduration of a flat rate play session and a value of a price parameter;simulating play of the flat rate play session for the duration of theflat rate play session, using the value of the price parameter;determining, based upon the simulation, a simulated payout amount; andadding a profit margin amount to the simulated payout amount.

In accordance with some embodiments, a method provides for allowing aplayer to reconfigure a flat rate play session (e.g., change game and/orbet amount) during the flat rate play session. In some embodiments, avalue of a parameter of the flat rate play session (e.g., remainingduration) may be adjusted to compensate for any changes to the flat rateplay session that the player may make.

BRIEF DESCRIPTION OF THE DRAWINGS

Various embodiments of the present invention are described herein withreference to the accompanying drawings. In the drawings, like referencenumerals indicate identical or functionally similar elements. Theleftmost digit(s) of a reference numeral typically identifies the figurein which the reference numeral first appears. As will be understood bythose skilled in the art, the drawings and accompanying descriptionspresented herein indicate some exemplary arrangements. Similarly, theillustrated entries represent exemplary information, but those skilledin the art will understand that the number and content of the entriescan be different from those illustrated herein. A brief description ofthe drawings follows.

FIG. 1 is an overall schematic view of a system according to oneembodiment of the present invention, including a slot machine and a slotnetwork server.

FIG. 2 a is a schematic view of the slot machine of FIG. 1.

FIG. 2 b is a plan view of the slot machine of FIG. 1.

FIG. 3 is a schematic view of the slot network server of FIG. 1.

FIG. 4 is a schematic view of a casino player database of the server ofFIG. 3.

FIG. 5 is a schematic view of the flat rate database of the slot machineof FIG. 2.

FIG. 6 is a schematic view of the payout table of the slot machine ofFIG. 2.

FIG. 7 is a schematic view of the calculation table of the slot machineof FIG. 2.

FIGS. 8 a and 8 b are overall flow diagrams of the operation of thesystem of FIG. 1.

FIG. 9 is a detailed flow diagram of the operation of the system of FIG.1.

FIG. 10 is a flow diagram of the process of terminating play of thesystem of FIG. 1.

FIGS. 11 a and 11 b are flow diagrams of the process of resuming play ofthe system of FIG. 1.

FIGS. 12 a and 12 b are overall flow diagrams of the operation ofanother embodiment of the present invention.

FIG. 13 is a flow diagram of the process of receiving a payout in theembodiment of FIG. 12.

FIG. 14 is a schematic view of the flat rate price package database ofthe slot machine of FIG. 2.

FIG. 15 is an overall flow diagram of the operation of anotherembodiment of the present invention.

FIG. 16 is an overall schematic view of a system according to anotherembodiment of the present invention.

FIG. 17 is a schematic view of the casino server of FIG. 16.

FIG. 18 is a schematic view of the insurer device of FIG. 16.

FIG. 19 is schematic view of the gaming device of FIG. 16.

FIG. 20 is a schematic view of the player device of FIG. 16.

FIG. 21 is a table illustrating an embodiment of the player databasestored in the casino server of FIG. 17.

FIG. 22 is a table illustrating an embodiment of the gaming devicedatabase stored in the casino server of FIG. 17.

FIG. 23 is a table illustrating an embodiment of the contract databasestored in the casino server of FIG. 17.

FIG. 24 is a flowchart illustrating a process in accordance with oneembodiment of the present invention, the process corresponding to thesystem illustrated in FIG. 16.

FIG. 25 is a plan view of a game screen according to some embodiments ofthe present invention.

FIG. 26 is an exemplary output of a game screen according to someembodiments of the present invention.

FIG. 27 is an example of information that may be presented via a displayto a player who is considering purchasing a contract in accordance withembodiments described herein.

FIG. 28 is an example of information that may be presented via a displayto a player who is considering purchasing a contract in accordance withembodiments described herein.

FIG. 29 is an example of information that may be presented via a displayto a player who indicates a desire to purchase a contract in accordancewith embodiments described herein.

FIG. 30 is an example of information that may be presented via a displayto a player who indicates a desire to purchase a contract in accordancewith embodiments described herein.

FIG. 31 is an example of information that may be presented via a displayto a player who indicates a desire to purchase a contract in accordancewith embodiments described herein.

FIG. 32 is an example of information that may be presented via a displayto a player who has purchased a contract in accordance with embodimentsdescribed herein.

FIG. 33 is an example of information that may be presented via a displayto a player who has purchased a contract in accordance with embodimentsdescribed herein.

FIG. 34 is an example of information that may be presented via a displayto a player who has purchased a contract in accordance with embodimentsdescribed herein.

FIG. 35 is an example of information that may be presented via a displayto a player who has purchased a contract in accordance with embodimentsdescribed herein.

FIG. 36 is an example of information that may be presented via a displayto a player who has purchased a contract in accordance with embodimentsdescribed herein.

FIG. 37 is an example of information that may be presented via a displayto a player who has purchased a contract in accordance with embodimentsdescribed herein.

FIG. 38 is an example of information that may be presented via a displayto a player who has purchased a contract in accordance with embodimentsdescribed herein.

FIG. 39 is an example of information that may be presented via a displayto a player who has purchased a contract in accordance with embodimentsdescribed herein.

FIG. 40 is an example of information that may be presented via a displayto a player who has purchased a contract in accordance with embodimentsdescribed herein.

FIG. 41 is an example of information that may be presented via a displayto a player who has purchased a contract in accordance with embodimentsdescribed herein.

FIG. 42 is an example of information that may be presented via a displayto a player who has purchased a contract in accordance with embodimentsdescribed herein.

DETAILED DESCRIPTION

Certain embodiments of the present invention will now be described ingreater detail with reference to the drawings. Although the embodimentsdiscussed herein are directed to reel slot machines, it should beunderstood that the present invention is equally applicable to othergaming devices, such as video poker machines, video blackjack machines,video roulette, video keno and the like.

The present invention is directed generally to a method and apparatusfor operating a gaming device having a flat rate play session. As usedherein, flat rate play session is defined as a period of play whereinthe player need not make funds available for any play during the playsession. The flat rate play session spans multiple plays of the gamingdevice. These multiple plays are aggregated into intervals or segmentsof play it is to be understood that the term interval as used hereincould be time, handle pulls, and any other segment in which slot machineplay could be divided. For example, two hours, one hundred spins, fiftywinning spins, etc. A player enters player identifying information andplayer selected price parameters at a gaming device. The priceparameters define the flat rate play session, describing the duration ofplay, machine denomination, jackpots active, etc. The gaming devicestores the player selected price parameters and proceeds to retrieve theflat rate price of playing the gaming device for the flat rate playsession. The player selected price parameters, in combination withoperator price parameters, determine the flat rate price. Should theplayer decide to pay the fiat rate price, the player simply depositsthat amount into the gaming device or makes a credit account availablefor the gaming device to debit. For example, it might cost twenty-fivedollars to play for half an hour.

Once the player initiates play, the gaming device tracks the flat rateplay session and stops the play when the session is completed, usuallywhen a time limit has expired. During the play session, the player isnot required to deposit any coins. Payouts are made either directly tothe player in the form of coins or indirectly in the form of credits tothe credit balance stored in the machine. It should be understood thatthe player balance could be stored in a number of mediums, such as smartcards, credit card accounts, debit cards, and hotel credit accounts.

It should be noted that, throughout the specification that follows, theterm “video poker machine” includes, but is not limited to, the variousprogrammable video-game apparatus including a video lottery terminal. Inaddition, the term “standard deck of playing cards” refers to acollection of fifty-two (52) cards comprising four (4) sets of cardsidentified by the characters 2 through 10, jack (“J”), queen (“Q”), king(“K”), and ace (“A”). Each of the four (4) sets of cards isdifferentiated by one of four (4) suits, namely, a spade (“s”), club(“c”), heart (“h”), or diamond (“d”). One or more jokers may also beincluded for use as the highest card or as a wild card. Reference to adeck of playing cards, unless specified otherwise, shall include one ormore decks of playing cards. One or more decks can also be used in asingle game. An “infinite” deck of playing cards refers to a deckwherein any single playing card can be dealt a repeated number of times.

With reference to FIG. 1, a system 100 according to one embodiment ofthe present invention is shown. In general, the system 100 comprisesmultiple slot machines 102 and a slot network server 106. In the presentembodiment, each slot machine 102, which is uniquely identified by amachine identification (ID) number, communicates with the slot networkserver 106 via a slot network 104. The slot network 104 is preferably aconventional local area network controlled by the server 106. It is tobe understood, however, that other arrangements in which the slotmachines 102 communicate with the server 106 are within the scope of thepresent invention.

As will be described in greater detail below, in one embodiment the slotmachine 102 communicates player identifying information to the slotnetwork server 106. The slot network server 106, in turn, verifies theplayer identifying information. The slot machine 102 also calculates aflat rate price based on both player selected and casino determinedprice parameters and displays the flat rate price to the player. Theplayer may then accept the flat rate price and initiate play. In anotherembodiment, the present invention may be practiced without server 106,in an arrangement in which the slot machine 102 calculates the flat rateprice.

With reference to FIG. 2 a, the slot machine 102 will now be describedin greater detail. The slot machine 102 contains a Central ProcessingUnit (CPU) 210, a clock 212, and an operating system 214 (typicallystored in memory as software). The CPU 210 executes instructions of aprogram stored in Read Only Memory (ROM) 216 for playing the slotmachine 102. The Random Access Memory (RAM) 218 temporarily storesinformation passed to it by the CPU 210 during play. Also incommunication with the CPU 210 is a Random Number Generator (RNG) 220.

With respect to gaming operations, the slot machine 102 operates in aconventional manner. The player starts the machine 102 by inserting acoin into coin acceptor 248, or using electronic credit and pressing thestarting controller 222. Under control of a program stored, for examplein a data storage device 224 or ROM 216, the CPU 210 initiates the RNG220 to generate a number. The CPU 210 looks up the generated randomnumber in a stored probability table 226, which contains a list whichmatches random numbers to corresponding outcomes, and finds theappropriate outcome. Based on the identified outcome, the CPU 210locates the appropriate payout in a stored payout table 228. The CPU 210also directs a reel controller 230 to spin reels 232, 234, 236 and tostop them at a point when they display a combination of symbolscorresponding to the appropriate payout. When the player wins, themachine stores the credits in RAM 218 and displays the current balancein video display area 238. In an alternate embodiment, the slot machine102 dispenses the coins to a payout tray (not shown), and in anotherembodiment the slot network server 106 stores the player credits.

A hopper controller 240 is connected to a hopper 242 for dispensingcoins. When the player requests to cash out by pushing a cashout button(not shown) on the slot machine 102, the CPU 210 checks the RAM 218 tosee if the player has any credit and, if so, signals the hoppercontroller 240 to release an appropriate number of coins into a payouttray (not shown). A coin acceptor 248 is also coupled to the CPU 210.Each coin received by the coin acceptor 248 is registered by the CPU210.

In alternate embodiments, the slot machine 102 does not include the reelcontroller 230 and reels 232, 234 and 236. Instead, a video display area238 graphically displays representations of objects contained in theselected game, such as graphical reels or playing cards. Theserepresentations are preferably animated to display playing of theselected game.

Also in communication with the CPU 210 is a player tracking device 260.The tracking device 260 comprises a card reader 266 for reading playeridentifying information stored on a player tracking card. As usedherein, the term player identifying information denotes any informationor compilation of information that uniquely identifies a player. In thepresent embodiment, the identifying information is a playeridentification (ID) number. Although not so limited, the player trackingcard of the present embodiment stores the player ID on a magnetic striplocated thereon. Such a magnetic strip and device to read theinformation stored on the magnetic strip are well known.

The player tracking device 260 also includes a display 262 and a playerinterface 264. The player interface 264 may include a keypad and/or atouchscreen display. In operation, as discussed below, the slot machine102 displays a message prompting the player to enter player selectedprice parameters. In the present embodiment, a player may enter theplayer selected price parameters via the player interface 264. Becausethe player interface 264 is part of the tracking device 260, it is,therefore, in communication with the CPU 210. Alternatively, input ofselected price parameters may be accomplished through video display area238 if it is configured with touch screen capabilities.

The slot machine 102 also includes a series of bet buttons 272, 274,276. The bet buttons include “Bet 1 coin” 272, “Bet 2 coins” 274, and“Bet 3 coins” 276. The bet buttons 272, 274, 276 are coupled to the CPU210. Therefore, pressing one transmits a signal to the CPU 210indicating how much a player is wagering on a given play.

The databases stored in the data storage device 224 include aprobability table 226, a calculation table 227, a payout table 228, aflat rate price package database 229, and a flat rate database 246. Asdiscussed in greater detail below, the flat rate database 246 and thecalculation table 227 store information related to the flat rate playsession and calculation of the flat rate price, respectively. The flatrate price package database 229 stores information describing differentpre-established flat rate packages as custom designed by the casino.

Also connected to the CPU 210 is a slot network interface 250. The slotnetwork interface 250 provides a communication path from the slotmachine 102 to slot network server 106 through the slot network 104.Thus, as discussed in greater detail below, information is communicatedamong the player tracking card, player tracking device 260, slot machine102, and slot network server 106.

With reference to FIG. 2 b, the plan view of slot machine 102, will nowbe described below. FIG. 2 b depicts slot machine 102 displaying playerselected price parameter options on video display area 238. Included inthe displayed parameters is amount wagered per play 712, interval 714,duration of interval 722, and active pay combinations 720. As will bedescribed further below, after the player has selected the desired priceparameters, the slot machine 102 displays a flat rate price 724. Oncethe player has accepted the flat rate price and made the appropriatefunds available, play may commence.

The slot network server 106 will now be described in greater detail withreference to FIG. 3. Like the slot machine 102 of FIG. 2, the slotnetwork server 106 has a Central Processing Unit (CPU) 310. The CPU 310,which has a clock 312 associated therewith, executes instructions of aprogram stored in Read Only Memory (ROM) 320. During execution of theprogram instructions, the CPU 310 temporarily stores information in theRandom Access Memory (RAM) 330.

Additionally, the CPU 310 is coupled to a data storage device 340,having a flat rate database 246, transaction processor 342 and a casinoplayer database 344. In general, the transaction processor 342 managesthe contents of the data storage devices 340. As discussed in detailbelow, the casino player database 344 stores information specific toeach player, including player identifying information.

In order to communicate with the slot machines 102, the slot networkserver 106 also includes a communication port 350. The communicationport 350 is coupled to the CPU 310 and a slot machine interface 360.Thus, the CPU 310 can control the communication port 350 to receiveinformation from the data storage device 340 and RAM 330 and transmitthe information to the slot machines 102 and vice versa.

It is to be understood that because the slot machines 102 are incommunication with the slot network server 106, information stored in aslot machine 102 may be stored in the server 106 and vice versa. Thus,for example, in an alternate embodiment, the server 106 rather than theslot machine 102 includes the payout table 228, flat rate database 246,and/or calculation table 227.

The casino player database 344 of the present embodiment, as shown inFIG. 4, includes multiple records having multiple fields of information.Specifically, the casino player database 344 comprises multiple records,each record being associated with a particular player, as identified bya player identification (ID) number. The fields within each recordinclude: player identification (ID) number 410, social security number412, name 414, address 416, telephone number 418, credit card number420, credit balance 422, complimentary information, such as totalaccumulated complimentary points 424, whether the player is a hotelguest 426, player status rating 428, and value of interval remaining430. Having information related to one field, such as player ID 410,allows the slot network server 106 to retrieve all information stored incorresponding fields of that player record.

It is to be understood that not all of these identifying fields arenecessary for operation of the present embodiment. For example, the name414, social security number 412, address 416, telephone number 418,credit card number 420, and hotel guest 426 fields are merelyrepresentative of additional information that may be stored and used forother purposes. In one embodiment, credit card number 420 and hotelguest 426 are used for billing purposes and social security number 412is used to generate tax forms when a player wins a jackpot over a givenamount.

Complimentary points awarded 424 is further illustrative of additionalinformation a casino may store in a players record. As described below,a player's complimentary points are displayed to the player when aplayer tracking card is inserted into the slot machine 102. In analternate embodiment, such points may be used in addition, or as analternative to the credit balance 422 stored in RAM 218 of slot machine102.

The player status rating 428 contains information representative of theparticular players relative importance to the casino, as based upon thefrequency and duration of the player's visits, the amount of moneywagered, and the like.

The value of interval remaining field 430 stores the value of intervalremaining in a flat rate play session when a player terminates the playsession prior to its expiration. This field will be described in greaterdetail below.

The flat rate database 246 will now be described in greater detail withreference to FIG. 5. The flat rate database 246 comprises multiplerecords, each record pertaining to the flat rate play session of aparticular player, as identified by that player's ID number.Consequently, one field in flat rate database 246 is the player IDnumber field 510. Other fields include: player selected price parameters512, flat rate price 514, interval remaining 516, time audit data 518,and machine identification (ID) number field 520. The machine ID numberfield 520 contains the machine ID number that uniquely identifies theslot machine 102. It is to be understood that since both the casinoplayer database 244 and the flat rate database 246 include a player IDfield, 410 and 510, respectively, the system 100 can correlate anyplayer information stored in the casino player database 344, with anyplayer information stored in the flat rate database 246.

The payout table 228 will now be described in greater detail withreference to FIG. 6. As shown in FIG. 6, the payout table 228 of thepresent embodiment can be logically represented by five fields ofrelated information. The first field, a pay combination field 610,identifies the set of possible pay combinations for a given slot machine102. Such possible pay combinations include winning pay combinations, orthose in which a payout results, and non-winning pay combinations, inwhich the player receives no payout and consequently loses the amountwagered. Winning pay combinations include, for example, “DOUBLEJACKPOT-DOUBLE JACKPOT-DOUBLE JACKPOT” and “BAR-BAR-BAR.” The paycombinations field 610 also includes a “NON-WINNING OUTCOMES” record, anentry representing the outcomes which result in no payout to the player,such as “PLUM-BELL-ORANGE.”

The payout table 228 also includes three payout fields 620, 630, 640.Such payout fields 620, 630, 640 contain the payout information for eachof the possible pay combinations identified in the pay combinationsfield 610. Each of the payout fields 620, 630, 640 is identified by thenumber of coins wagered on a particular play, as selected via the betbuttons 272, 274, 276. In the present embodiment, payout table 228contains a “1 coin” payout field 620, which is accessed when one coin iswagered, a “2 coins” payout field 630, which is accessed when two coinsare wagered, and a “3 coins” payout field 640, which is accessed whenthree coins are wagered. In other words, each field 620, 630, 640corresponds to a bet button 272, 274, 276, respectively. The payoutinformation provides the number of coins won upon the occurrence of aparticular pay combination. Thus, “CHERRY-CHERRY-CHERRY” pays out tencoins when one coin is wagered.

Finally, the payout table 228 of the present embodiment includes a paycombination status field 650. The pay combination status field 650includes an indication for each winning pay combination, identified inthe pay combination field 61 0, of whether the player is eligible to winthe payout for each outcome. As will be described below, thedetermination of whether a player is eligible to win a payout for agiven outcome is made by the player as part of the player selected priceparameters.

The calculation table 227 will now be described in greater detail withreference to FIG. 7. The calculation table 227 is used by the system 100in determining the flat rate price 724 (field 514 in the flat ratedatabase 246) charged to the player. Specifically, the calculation table227 contains multiple price parameters which are correlated to a fiatrate price 724. More specifically, these price parameters include playerselected price parameters and operator selected price parameters. Ingeneral, player selected price parameters include any game relatedvariable that defines the flat rate play session. Furthermore, operatorselected price parameters are parameters which the operator of the slotmachines 102 selects as affecting the flat rate price 724. Thus, in thepresent embodiment, the player selected price parameters in thecalculation table 227 include machine type 710, amount wagered per play712, active pay combinations 720, and length of the flat rate playsession 722. The operator selected price parameters in the calculationtable 227 include player status rating 714, time of day 716, day of theweek 718, and machine usage 719. In the present embodiment the flat rateprice 724 is predetermined based upon the aforementioned priceparameters and stored in the calculation table 227, as will be describedlater in FIGS. 14 and 15. In an alternate embodiment the flat rate price724 is calculated based upon these parameters as needed according to aprice algorithm stored in memory. For example, the price algorithm mayoperate as follows:

Algorithm for Calculating a Flat Rate Price

The are any number of algorithms that could be used to calculate a flatrate price, and they can be generally described as calculating anexpected value to the customer and then adding in a margin for thecasino or adjusting the price to reflect the time of day, value of thecustomer, etc.

The first step is to determine a “base” flat rate price. This would becalculated as follows:Base Price=[(amount wagered)×(interval)]×[(expected coins awarded forall active pay combinations over a cycle/expected coin-in over acycle)].

For example, the following Base Price calculation represents a playerselecting three dollar coins per handle pull, an interval of 500 handlepulls, and the top three pay combinations active. For this example wewill assume that a complete cycle of the slot machine is 10,648 uniqueoutcomes and that the top three pay combinations would pay 2,160 coinsover that cycle. Note also that the expected coins awarded for allactive pay combinations over a cycle and the expected coin-in over thecycle should both reflect the same number of coins wagered. Essentially,this ratio reflects the expected monetary return to the payer on a percoin wagered basis. When multiplied by the amount wagered and the numberof handle pulls the number reflects the amount of money that the playerwould be expected to receive from the machine over the intervalspecified. It should be notes that this amount of money is notnecessarily the number of coins entered by the player but rather is thetheoretical number of coins of play allowed by the flat rate session.Continuing with the calculation: $\begin{matrix}{{{Base}\quad{Price}} = {\left\lbrack {({\$ 3}) \times (500)} \right\rbrack \times \left\lbrack \left( {2\text{,}{160/10}\text{,}648} \right) \right\rbrack}} \\{= {{\$ 1}\text{,}500 \times {.202855}}} \\{= {{\$ 304}{.28}}}\end{matrix}$

Note that if the player were to pay this Base Price he would beessentially getting a fair bet for his money. He would pay $304.28 forthe session and expect (over the long run) to get $304.28 back in prizemoney from the top three active pay combinations. Of course in the shortrun his results could range from receiving no payouts over the intervalto receiving thousands of dollars. Because this base price is a fair betfor the player the casino may want to add in margin for the house,perhaps by multiplying the base price by a predetermined margin factorsuch as 50%. In this example the Profit Adjusted Price would thus be:$\begin{matrix}{{{Profit}\quad{Adjusted}\quad{Price}} = {{\$ 304}{.28} \times 150\%}} \\{= {{\$ 456}{.42}}}\end{matrix}$

Of course the casino might want to offer flat rate sessions to playerswithout a casino markup under some circumstances, such as part of apromotional package or to reward a particularly loyal customer. In factthe casino might even decrease the base price in some circumstances.

The Base Price or (Profit Adjusted Price) could be further modified byvarious other operator price parameters such as the following:

1. Time of Day (TD).

Times of the day in which the casino traffic tends to be heavy shouldresult in the player paying a premium for the flat rate session, whilequiet times in the casino should offer the player a discount over normalrates. Midnight to 4am  70% 4am to 8am  80% 8am to 12pm  90% 12pm to 4pm100% 4pm to 8pm 120% 8pm to Midnight 140%2. Day of Week (DW).

With the heaviest volume of visitors falling on Fridays and Saturdays,these days will necessitate higher flat rate session costs. For example:Monday to Thursday  80% Friday 120% Saturday 140% Sunday 100%3. Player Status Rating (PRS).

For top customers such as high rollers, the cost of a flat rate sessionmay be reduced as a customer retention tool. For example: 1 (HighRoller)  80% 2 (Good customer)  90% 3 (Average) 100% 4 (Low) 120%4. Slot Machine Usage (SMU).

When the majority of slot machines in the casino are being used, apremium is applied to the cost of the flat rate play session in order tomore evenly distribute play. For example: Heavy 120% Moderate 100% Light 80%Sample Calculation.

In addition to the above player selected price parameters, the followingoperator selected parameters are incorporated into the price: The playeris in the casino at 2 am on a Wednesday, there is low slot machineusage, and the player has an average rating. The calculations belowreflect these conditions: Base  Price = $304.28 $\begin{matrix}{{{Final}\quad{flat}\quad{rate}\quad{price}} = {\left( {{Base}\quad{Price}} \right) \times {TD} \times {DW} \times {PSR} \times {SMU}}} \\{= {{\$ 304}{.28} \times 70\% \times 80\% \times 100\% \times 80\%}} \\{= {{\$ 304}{.28} \times 44.8\%}} \\{= {{\$ 136}{.32}}}\end{matrix}$

The casino may round up this price to $137 to avoid the need for smallchange. In the above calculations, the casino might also incorporatefloors which prevent the Base Price from going below a level that wouldbe profitable for the house, regardless of the number of positivecriterion that were applied to the base price.

Those of ordinary skill in the art will appreciate that modificationscould be made to the formula to reflect different kinds of flat ratesessions. For a session with an interval of one hour (instead of a fixednumber of handle pulls) the formula might reflect an expected number ofhandle pulls per hour for that particular game, perhaps even adjusted toreflect the type of player purchasing the flat rate session. Forexample, an experienced video poker player might be expected to reach700 hands per hour while a beginner might only be expected to reach 300hands per hour.

As will also be understood by those skilled in the art, the ultimategoal of many slot machine players is to hit a jackpot payout. Theenjoyment of the play, as well as the ability to maximize the chance ofhitting a large jackpot, is increased by more play. Play can beincreased both by playing longer, and by playing faster. As will beappreciated from a consideration of the process described below, thepresent invention permits both increased duration, by providing for playat discounted prices, and speed of play, by providing for minimal timedelays between plays.

The flat rate price package database 229 will now be described ingreater detail with reference to FIG. 14. The flat rate price packagedatabase 229 is used by the system 100 in providing the player withdifferent price package options for flat rate play of the slot machine102. Specifically, the flat rate price package database 229 containsmultiple combinations, or packages 1410, of price parameters whichcorrespond to pre-established flat rate prices. More specifically, theseprice parameters include but are not limited to, interval 1412, durationof flat rate play 1414, amount wagered per play 1416, and paycombination status 1418. Each combination of price parameters hascorresponding flat rate play session prices 1420. As will be describedlater in FIG. 15, the flat rate price package database 229 is accessedwhen the player determines he wishes to initiate a flat rate playsession. Rather than let the player choose the price parameters, theslot machine 102 lists the different packages stored in the flat rateprice package database 229. The player then chooses the package he likesthe most and play commences.

Having thus described the components of the present embodiment, theoperation of the system 100 will now be described in greater detail withreference to FIGS. 8-11, and continuing reference to FIGS. 1-7. It is tobe understood that the programs stored in ROM 320 of the slot networkserver 106 and ROM 216 of the slot machine 102 provide the functiondescribed below.

Turning first to FIGS. 8 a and 8 b, the general operation of the system100 will be described. As shown in step 810, the slot machine playerfirst inserts the player tracking card into the card reader 266. Thecard reader 266 then proceeds to read player identifying informationfrom the tracking card. The player identifying information, namely theplayer ID number, is communicated from the slot machine 102 to the slotserver 106 in step 812.

Upon receiving the player identifying information, the slot networkserver 106 verifies the information in step 814. Such verificationincludes the slot network server 106 searching the casino playerdatabase 344 for a record containing the received player ID number inthe appropriate field 410. Once the slot network server 106 verifies theplayer identifying information, the server 106 transmits a signal to theslot machine 102 acknowledging such verification in step 816. Inalternate embodiments, other information, such as the player's name 414,complimentary point total 424, and player status rating 428 aretransmitted to the slot machine 102 for display.

In step 818, the player selects flat rate play via the player interface264. The CPU 210 of slot machine 102, in step 820, then receives asignal from the player interface 264, indicating that the player hasselected flat rate play. For example, there could be a buttonspecifically for triggering a flat rate play session. The CPU 210, inresponse, accesses memory to retrieve player selectable priceparameters. Player selectable price parameters are the choices availableto a player for entering the player selected price parameters. Theseplayer selectable price parameters are controlled by a program stored inROM 216. Such player selectable price parameters, in the presentembodiment, include the amount wagered per play, (e.g. one, two, orthree coins), the length of the flat rate play session, and possiblejackpot structures, such as having only the “DOUBLE JACKPOT” and “5 BAR”jackpots active (as illustrated in the payout table 228 of FIG. 6). Inan alternate embodiment, the player selectable price parameters arestored as part of the calculation table 227.

Then, as shown in step 822, the slot machine 102 displays the playerselectable price parameters to the player. For example, the parameterscould be listed on the video display area 238 for the player, asdescribed previously in FIG. 2 b. Once the parameters appear, the playersimply selects his desired settings. Alternatively, the player mayaccept one or more default settings. Once the player selectable priceparameters are displayed on the display 238, the player proceeds, instep 824, to enter player selected price parameters via the playerinterface 264. The player selected price parameters also include datawhich, although not directly inputted by the player, is selected by theplayer and identified by the slot machine 102. In the presentembodiment, such additional player selected price parameters includetype of machine, time of day, and day of the week.

It is to be understood that the casino operator of the slot machines 102may define the scope of the player selectable price parameters, andtherefore limit the player selected price parameters in any manner. Forexample, the length of flat rate play may be limited to periods above aminimum time or to periods that are multiples of thirty minuteintervals. The jackpot structure may require that some jackpots remainactive.

Referring now to FIG. 8 b, the slot machine 102 CPU 210 receives theplayer selected price parameters in step 826. Having received the playerselected parameters, the CPU 210 then stores the player selected priceparameters, the player identifying information, and the slot machine'smachine ID number in a record in the flat rate database 246.Specifically, the player ID number is stored in field 510, the machineID number is stored in field 520, and the player selected priceparameters are stored in field 512. Although the player selected priceparameters are illustrated as being stored in a single field (512), itis to be understood that each player selected price parameter may bestored in a separate field. It is also to be understood that inalternate embodiments the player selected price parameters need not bestored in a database, but could be stored in RAM 218.

The slot machine 102 CPU 210 uses the player selected price parametersto determine the flat rate prices. Specifically, in step 828, the CPU210 accesses the calculation table 227 and searches for the flat rateprice 724 corresponding to the received player selected price parameters512, which, in the present embodiment, include machine type 710, amountwagered per play 712, time of day 716, day of the week 718, activejackpots 720, and the length of the flat rate play session 722. The CPU210 also incorporates operator selected price parameters for the flatrate price 724 such as player status rating 714 and machine availability719. As will be appreciated by one skilled in the art, the player statusrating 714 is received from the casino player database 344 at any timeprior to determination of the flat rate price 724. Thus, in aembodiment, the slot network server 106 transmits the player statusrating 428 to the slot machine 102 along with the verification signal instep 816.

By including the player status rating 714 in the calculation table 277,a casino may reward frequent players who wager relatively large amountsof money with a lower flat rate price 724. Thus, the system 100 rewardsand encourages frequent play. By including active jackpots 720 in thecalculation table 348, the system 100 allows a casino to discount theflat rate price 724 for those players who choose to enable relativelyfew winning outcomes in the payout table 228. Furthermore, by includingthe price parameters relating to time of day and day of the week in thecalculation table 227, a casino may charge a lower flat rate price 724for sessions during weekday afternoons or between 2:00 a.m. and 8:00a.m. in the mornings, thereby encouraging play of the slot machines 102when they are typically idle.

It is to be understood that the aforementioned price parameters in thecalculation table 227 are merely representative of the type of variablesthat may be considered in determining a flat rate price. Thus, it iswithin the scope of the present invention to include only some of theprice parameters, all of the parameters, or additional parameters in thecalculation table 227.

As mentioned above, the flat rate price may be based partly upon theavailability of slot machines 102. In such an embodiment, the server 106tracks whether each slot machine 102 is being used by noting whetheroutcomes are currently being received from a given slot machine 102. Inanother embodiment, the server 106 tracks slot machine availability bytabulating the number of slot machines 102 for which flat rate play iscurrently enabled. In yet another embodiment, the server 106 tracks slotmachine availability by identifying how many slot machines 102 have aplayer tracking card inserted therein.

Another price parameter which may be used is predicted or forecastedslot machine availability. Specifically, such a parameter accounts foranticipated availability of slot machines 102 based upon events at thecasino. For example, the calculation table 227 correlates a lower flatrate price 724 to the time of day 716 corresponding to an event, such asa show which many casino players attend. On the other hand, thecalculation table 227 correlates a higher flat rate price to the time ofday 716 corresponding to the end of the event or heavier casino traffic.This enables a casino to effectively revenue manage their slot machineswithout resorting to a change in hold percentage which requiresregulatory approval.

It is to be understood that accounting for slot machine availabilityneed not be accomplished in the calculation table 227. Rather, in analternate embodiment, a schedule of events is stored in RAM 218 which isaccessed prior to transmitting the flat rate price 724 to the player. Ifthe event schedule indicates that an event is ending during therequested flat rate play session, then the flat rate price 724 will beincremented accordingly.

In another embodiment, the flat rate price is based only on operatorselected price parameters. A slot machine 102 according to such anembodiment could, for example, provide discounted flat rate playsessions based on player status rating, thereby offering 100 plays forthe price of 90 or discounted timed sessions. To encourage repeat, highstakes play, higher player status ratings result in greater discounts.

Having determined the flat rate price 724, the slot machine 102, in step830, displays the duration of the flat rate play session 722 and theflat rate price 724 and requests approval from the player. Once theplayer accepts the terms of the flat rate play session, flat rate playcommences.

If the player does not approve the flat rate price 724, then the playerindicates so via the player interface 264. As indicated by path A inFIGS. 8 a and 8 b, the slot machine 102 repeats its operation from step822. On the other hand, if the player approves the flat rate price 724,the player indicates such approval via the player interface 264 in step832. Following such approval, the slot machine 102 prompts the player toenter an appropriate amount of money in step 834. In the presentembodiment, the player deposits coins into the coin acceptor 248. In oneembodiment, the player deposits a casino token as payment for the flatrate session. Such tokens may be denominated in dollars, or represent anumber of handle pulls. A casino could thus sell a fifty handle pulltoken, usable on a particular denomination and/or type of machine. Sucha token may additionally serve to activate the flat rate session,eliminating the need for the player to select flat rate play via playerinterface 264. Alternatively, the players credit balance 422 may bedebited to pay for the flat rate play session.

In some embodiments a casino token may be associated with a particularset of pay combinations which are to be active during a flat rate playsession activated via the token. In yet other embodiments a casino tokenmay be associated with (i) a specified duration of time, (ii) aspecified number of handle pulls or outcomes, (iii) a specified numberof winning handle pulls or outcomes, and/or (iv) a flat rate pricepackage as, for example, described with reference to the flat rate pricepackage database 299 of FIG. 14. A gaming device may identify such atoken and enter the appropriate flat rate play session by, for example,the size and/or weight of the token or by reading or receivinginformation from the token (e.g. via a computer chip embedded in thetoken or special markings on the token). Such a casino token may be, forexample, purchased by a person and given to another person as a gift.The recipient may subsequently use the token by inserting it into anappropriate gaming device and essentially playing for “free” (since theperson that gave the gift had prepaid for the token) for a specifiedduration.

Once the CPU 210 registers the receipt of money, the CPU 210reconfigures the slot machine 201 for the flat rate play session in step836. Specifically, the CPU 210 generates a signal, or a flag in memory,indicating that there is no need to accept the coins between plays. CPU210 further sets the active field 650 in the payout table 228 accordingto the jackpot structure entered by the player.

The operation of the slot machine 102 during the flat rate play sessionwill now be described with reference to FIG. 9 and continuing referenceto FIGS. 1-7. During the flat rate play session, a slot machine 102operates generally as described above with reference to FIG. 2. However,the slot machine 102 is reconfigured to operate according to the playerselected price parameters, if such parameters affect play, and tooperate continuously, without requiring payment between each play.Specifically, the flat rate play session begins when the player pressesthe starting controller 222 in step 910. The CPU 210 also initiates acountdown of the length of the flat rate play session as stored in theplayer selected parameters field 512 of the flat rate database 246. Withthe start of the session, the CPU 210 stores the start time of the flatrate play session in the flat rate database 246. Specifically, the starttime is stored in the time audit data field 520 in step 912. In step914, the CPU 210 begins to count down the duration of the flat rate playsession. Next in step 916, the slot machine 102 generates an outcome andaccesses payout table 228 to determine the appropriate correspondingnumber of coins to be paid out.

Furthermore, in step 918, after each outcome is generated, the slotmachine 102 determines whether the countdown of the interval remaining516 has reached zero. It is to be understood that the countdown may beimplemented in either software or hardware. Additionally, it isunderstood that the countdown process discussed herein may be replacedwith any suitable means for tracking the duration of the flat rate playsession. Interval remaining 516 may also represent the number of handlepulls remaining.

In the event that the countdown has not reached zero, the player pressesthe starting controller 222 in step 920, thereby initiating another playof the slot machine 102. In the event that the countdown has reachedzero, the CPU 210 generates a signal indicating that the flat rate playsession has concluded. The slot machine 102 displays a messageindicating this to the player and, in step 922, stores the end time ofthe session in the time audit data field 518 of the flat rate database.

In an alternate embodiment, the player selected price parameters includethe “time between plays.” In this embodiment, the CPU 210 of slotmachine 102 controls the time between generating outcomes of successiveplays in the slot machine 102 to equal the received “time between plays”player selected price parameter. In another alternate embodiment, theslot machine 102 tracks the number of plays during the flat rate playsession. If the number of plays exceeds a predetermined limit, the slotmachine 102 automatically terminates the flat rate play session,regardless of the duration of the flat rate play session.

Turning now to FIG. 10, the operation of the system 100 when the playerterminates the flat rate play session prior to the expiration of thesession will be described. In step 1010, the player indicates a desireto terminate the flat rate play session via the player interface 264.Consequently, the slot machine 102 CPU 210 receives a termination signaland, in step 1012, displays a message to the player, asking the playerto verify termination of the flat rate play session. If the player doesnot verify termination, then the session continues as described abovewith reference to FIG. 9. On the other hand, if the player verifiestermination, shown as step 1014, the CPU 210 proceeds to store the stoptime in the time audit data field 518 of the flat rate database 246 instep 1016.

It is to be understood that having both the start time and the stop timeof the flat rate play sessions stored in the flat rate database 246allows the casino to perform an audit of the session. Specifically,should a player allege that the flat rate play session was shorter thanthat which was paid for, the casino may access the flat rate database246 and retrieve the actual start and stop time from the time audit datafield 520. In the present embodiment, this time includes an indicationof the day, hour, and minute of the play session.

Next, in step 1018, CPU 210 determines the value of the intervalremaining in the flat rate play session and transmits the value to theserver 106. In order to determine the value of the interval remaining,the CPU 210 accesses the calculation table 227. The value of intervalremaining will equal the flat rate price 724 corresponding to the priceparameters (i.e., the machine type 710, amount wagered per play 712,player status rating 714, time of day 716, etc.) used to determine theoriginal flat rate price charged to the player. When determining thevalue of the interval remaining, however, the value in the length offlat rate play session field 722 is not the original length of thesession, but rather is equal to the actual interval remaining in theflat rate play session. Stated succinctly, the slot machine 102identifies the flat rate price 724 corresponding to the actual intervalremaining in the flat rate play session.

Once the value of interval remaining is determined, the slot machine 102transmits the value to the slot network server 106. Upon receiving thevalue of interval remaining, the server 106 stores the value in field430 of the casino player database 344 in the player's record, asidentified by the player ID number 410. Storing the value is shown asstep 1020. Finally, in step 1022, the player removes the player trackingcard.

The process of resuming play at another slot machine 102 will now bedescribed with reference to FIGS. 11 a and 11 b. The initial operationof the system 100, as indicated by steps 1110-1128, proceeds generallyas described above with reference to steps 810-828 of FIGS. 8 a and 8 b.

However, once the CPU 210 of slot machine 102 determines a new flat rateprice based on the relevant price parameters, the CPU 210 determineswhether the player must deposit additional funds.

Specifically, in step 1130, the CPU 210 compares the new flat rate price724 with the value of interval remaining 430. The server 106 transmitsthe value of interval remaining 430, as stored in the casino playerdatabase 344, to the slot machine 102 in step 1116 so that thecomparison may be performed. As indicated by step 1132, the comparisoninvolves determining whether the new flat rate price 724 is higher thanthe value of interval remaining 430.

If the new price 724 is not higher than the value of interval remaining430, then, in step 1134, the slot machine allows the player to play theflat rate session at no cost. However, if the new flat rate price 724 ishigher than the value of interval remaining 430, then, in step 1136, theCPU 210 assigns the difference in the two values as the new flat rateprice. Thus, in step 1138, the CPU 210 displays the new fiat rate priceon the video display area 238 of the slot machine 102. Thereafter,operation of the system continues as described above with reference tosteps 832-836 of FIG. 8 b.

In an alternate embodiment when a player terminates the flat ratesession early, the value of the interval remaining is added to theplayer's credit balance, as stored in field 422 of the casino playerdatabase 344.

It is to be understood that an embodiment of the present invention neednot include both a slot machine and slot network server. For example, anembodiment employing only a slot machine 102 is within the scope of thepresent invention. Such an embodiment will now be described withreference to FIGS. 12 a, 12 b, and 13, and continuing reference to FIGS.2, 5, and 7. Such an embodiment utilizes the slot machine 102 of FIG. 2.

Initially, the player selects flat rate play on the slot machine 102 instep 1210. Once the player selects flat rate play, the flat rate playsignal is transmitted from the player interface 264 to the CPU 210 instep 1212. The CPU 210 then proceeds, in step 1214, to retrieve theplayer options for selectable price parameters. Then, in step 1216, theCPU 210 transmits the player selectable price parameter options to thevideo display area 238 for viewing.

Once the player selectable price parameter options have been displayedto the player, the player inputs the player selected price parametersthrough the player interface 264. Then, in step 1220, the CPU 210receives the player selected price parameters from the player interface254.

Once the CPU 210 receives the player selected price parameters, the CPU210 reconfigures the slot machine 102. Specifically, the CPU 210generates a signal, or a flag in memory, indicating that there is noneed to accept the coins between plays. CPU 210 further sets the paycombination status field 650 in the payout table 228 according to thejackpot structure entered by the player. In an alternate embodiment inwhich the player selectable price parameters include the time betweenthe handle pulls, the CPU 210 sets an internal timer.

Furthermore, once the slot machine 102 CPU 210 receives the playerselected price parameters, it proceeds to access the calculation table227. By accessing the calculation table 227, the CPU 210 retrieves theflat rate price for the flat rate play session. Retrieving the flat rateprice is shown as step 1224. Once the CPU 210 retrieves the flat rateprice, it proceeds to transmit the price, the length of the flat rateplay session, and payment instructions to the video display area 238 forplayer viewing in step 1226.

In step 1228, the player reads the data and instructions on the videodisplay area 238 and inserts money into the coin acceptor 248 or a billacceptor (not shown) in order to initiate play of the slot machine 102.In an alternate embodiment, the player enters a stored value card suchas a “smart card” into the card reader 266. Such a smart card has theplayers credit balance stored thereon. Payment using a smart cardfurther entails the CPU 210 debiting the player's balance on the smartcard by the amount of the flat rate price. Further, the player may entera credit card into the card reader 266.

In step 1230, the CPU 210 generates a confirmed payment messageindicating that the player has deposited sufficient funds to cover theflat rate price. Consequently, the CPU 210, in step 1232, sends thecurrent time to both the video display area 238 and the time audit field518 of flat rate database 246. Next, in step 1234, the CPU 210 initiatesthe countdown of the interval remaining in the flat rate play session asstored in field 516. The length of the flat rate play session receivedfrom the player is initially stored in field 516. The slot machine 102decrements, or counts down, this value as the flat rate play sessionbegins.

As shown in step 1236, the flat rate play session continues inaccordance with the player selected price parameters, if such parametersaffect play, in step 1236. During such play, the CPU 210 stores andupdates the player's accumulated credits in RAM 218. In an alternateembodiment, the slot machine pays out jackpots as they occur. Finally,in step 1238, the CPU 210 terminates the flat rate play session when thecountdown ends.

In an alternate embodiment the interval of the flat rate play session isnot a time period, but rather is a maximum number of plays. In such anembodiment, the slot machine 102 stores the number of plays in the flatrate database 246, as described previously in FIG. 9, and, in step 916,increments a counter for each outcome generated. The counter may beimplemented in either software or hardware. Furthermore, in step 918,the slot machine 102 compares the number of plays stored in the flatrate database 246 to the value of the counter. If the value of thecounter equals the stored number of plays, then the flat rate playsession is terminated.

Turning now to FIG. 13, the process of receiving a payout from thepresent embodiment will be described. As shown as step 1310, the flatrate play session ends upon the termination of the countdown.Specifically, as shown in step 1312, the slot machine 102 CPU 210terminates the flat rate play session by reconfiguring the slot machine102 to its default values. For example, the CPU 210 resets the paycombination status field 650 in the payout table 228 to reflect theoriginal jackpot structure. The CPU 210 also generates a signalindicating that coins must be received for each play. In short, theplayer selected price parameters are no longer in effect.

In step 1314, the CPU 210 checks the total credits accumulated, asstored in the RAM 218, and transmits a payout command to the hoppercontroller 240. Consequently, in step 1316, the slot machine 102 paysout the total number of credits to the player.

An alternate embodiment of the present invention will now be describedwith reference to FIG. 15. The operation of slot machine 102, asindicated by steps 1510-1524 below, proceeds generally as described withreference to FIG. 14. In this embodiment, the player selects from a listof casino determined price packages, rather than choosing individualprice parameters. Each price package, as stored in the flat rate pricepackage database 229 described above, is a combination of differentprice parameters which correspond to a flat rate play session price.

In step 1510, the player presses a “flat rate play” button on the slotmachine 102. The slot machine 102 CPU 210 receives flat rate play signalfrom the player interface 264 in step 1512. In this case, the playerinterface is an actual “at rate play” button located on the outside ofthe slot machine 102. Next, in step 1514, the CPU 210 access flat rateprice package database 229 from data storage device 224. The CPU 210then displays the player selectable price packages on video display area238 in step 1516. It is to be understood that the CPU 210 need notdisplay the packages on the video display area 238, as those packageoptions could be displayed elsewhere on the body of the slot machine102. Alternatively, player interface 264 could incorporate several “flatrate play” buttons, each representing a different flat rate pricepackage.

Next, in step 1518, the player selects the desired price package via theplayer interface 264. Having already seen what the price of the selectedpackage is, the player then deposits the appropriate amount of moneyinto coin acceptor 248 in step 1520. For example, the player may havechosen price package four which costs fifty dollars. In return for fiftydollars deposited into the slot machine, the player receives two hundredand fifty handle pulls, with three coins wagered per pull, and with thetop three jackpots active in his flat rate play session. Theseparameters are specified in the flat rate price package database 229.

In step 1522, the CPU 210 receives an indication of payment from thecoin acceptor 248 and reconfigures the parameters of slot machine 102 tomeet the specifications of the flat rate price package selected by theplayer. Finally, in step 1524, flat rate play begins.

It is noted that the flat rate price package database 229 could belocated at the slot network server 106 and not at each individual slotmachine 102. When it is located at the server, certain casino oroperator selected parameters could be used to determine the price. Forexample, there could be different flat rate price packages for differenttimes during the day which are based on projected or actual casinotraffic and/or slot machine usage.

As will be appreciated by one of ordinary skill in the art, the key stepin getting players to wager money on gaming devices, such as slotmachines, is to bring the players to the casino floor. One way in whichcasinos can bring additional players to the casino floor, and therebyincrease total revenues, is by giving away free samples or rewards witha minimum displacement of traditional pay-per-play players. The presentinvention may be employed for such a purpose.

In one embodiment, for example, the casino could declare a free-playperiod. During the free-play period, likely chosen by the casino tocorrespond to down time, when most gaming devices are idle, playersinsert their player tracking cards into the gaming devices and initiateplay without being charged. Specifically, the casino programs thecalculation table 227 so that the fat rate price 724 is zero for a giventime of day 716 and day of the week 718. It is anticipated that duringsuch a freeplay period, the casino will alter the jackpot structure,causing only a selected jackpot to be active. Thus, the lure of freejackpots will bring additional players to the casino floor who willlikely continue playing after the free-play period ends. A furtherbenefit of this embodiment is that it would encourage players to becomeslot club members. This would result in an increase of players whoreturn to the casino and the customer base which the casino markets tothrough mailings.

It is also to be understood that play of the slot machines during thefree-play period need not occur as described above. Thus, in analternate embodiment, the reels 232, 234, 236 of the slot machines 102continuously spin, regardless of whether a player has inserted atracking card, with the server 106 periodically signaling a jackpot on arandom machine. Only when a player has inserted a player tracking cardis the jackpot awarded. The server 106 randomly selects a machine IDnumber and, if the machine 102 is not being played by a pay-per-playplayer, the server 106 transmits a signal to that slot machine 102directing it to produce a winning outcome.

In an alternate embodiment that achieves substantially the same resultof attracting additional players to the floor during down times, thecasino issues guests a player tracking card or a smart card having apredetermined free credit balance associated therewith. The casino couldthen restrict the day and time in which the players could use the freecard in a flat rate play session. In another embodiment, the cardsprovided to guests contain an indication of time, rather than money, foruse during a flat rate play session.

Although the foregoing embodiments employ static jackpot structure,which stay the same throughout the flat rate play session, it is withinthe scope of the present invention to employ dynamic jackpot structures,which change during the flat rate play session. In one such embodiment,the dynamic jackpot structure starts with a given number of activejackpots, as indicated in the pay combination status field 650 of thepayout table 228. As the flat rate play session progresses, the numberof active jackpots changes. Specifically, as the interval remaining inthe flat rate play session decreases, fewer pay combinations are madeactive. In other words, the slot machine 102 CPU 210 monitors the timeand, every fifteen minutes, for example, causes the pay combinationstatus field 650 to change from “active” to “inactive” for a given paycombination 610. Alternatively, the CPU 210 changes the pay combinationstatus field 650 after a predetermined number of plays. In a furthervariation of this embodiment, individual jackpots may be decreasedinstead of or in addition to being eliminated (e.g. the jackpot for aparticular outcome may decrease from 10 coins to 8 coins as the playsession progresses).

As will be appreciated by those skilled in the art, a dynamic jackpotstructure based on the time progression of the flat rate play sessioncan increase the revenue generated by the slot machines 102.Specifically, such a dynamic jackpot structure could be used with a flatrate play session whose duration is not a fixed time, but rather a givennumber of plays. Because fewer jackpots will be active as timeprogresses, players have an incentive to use their fixed number of playswithin a short time period. Stated succinctly, the present inventionincreases speed of play.

In another embodiment, the jackpot structure is dynamic based not on theprogression of the flat rate play session, but rather on the outcomesgenerated by the slot machine 102. One such embodiment involves changinga particular jackpot from “active” to “inactive” upon a player hittingthe outcome corresponding to tat pay combination. For example, a playermay begin the flat rate play session with all jackpots active. On oneplay, the slot machine 102 generates a “CHERRY-CHERRY-CHERRY” outcome610. Upon accessing the payout table 228, the CPU 210 determines thatten coins are to be paid out, credits the players accumulated creditsaccordingly, and causes the pay combination status field 650corresponding to the “CHERRY-CHERRY-CHERRY” outcome 610 to change from“active” to “inactive”. Thus, a player can only hit a given jackpotonce. As will be appreciated by those skilled in the art, such a dynamicjackpot structure will allow slot machine operators to further discountthe flat rate price to attract additional players. Furthermore, it isanticipated that players will be willing to forego hitting the samejackpot multiple times because their focus is typically on hitting thehighest jackpot once.

These and other dynamic jackpot structures may be implemented as eithera player selected price parameter or an operator selected priceparameter. When implemented as a player selected price parameter, thedynamic jackpot structure is displayed to the player as a playerselectable price parameter option. The player, in turn, selects it viathe player interface 264. When implemented as an operator selected priceparameter, the dynamic jackpot structure is displayed for player viewingprior to player approval of the flat rate price. Whether the priceparameters are selected by the player or the casino operator, thedynamic jackpot structure affects the flat rate price generally asdescribed above, namely, as a field in the calculation table 227 or as avariable in the price algorithm.

In some embodiments of the present invention, an individual may purchasea flat rate play session as a gift for another person. For example, anindividual may purchase one of the available flat rate price packages ofFIG. 14. In such an embodiment the individual purchasing a flat rateplay session may be provided with a flat rate play session identifier,which the purchase in turn provides to the gift recipient. The flat rateplay session identifier may be stored by the casino in association withthe price parameters defining the flat rate play session. Thus, when thegift recipient inserts the flat rate play session identifier into agaming device, the gaming device may communicate with the casino serverto determine the parameters of the flat rate play session and set itselfto such parameters. A flat rate play session identifier may be providedon, for example, a gift card that is magnetically or optically encodedwith the flat rate play session identifier such that it may be read by agaming device.

Contract Embodiment

In accordance with some embodiments of the present invention a flat rateplay session may be purchased by means of a contract. According to suchembodiments a player at a casino may purchase a contract (e.g. from aninsurer, such as the casino or another entity) or similar agreement touse a gaming device, such as a slot machine. Costing a fixed amount, thecontract insures the player against the possibility of potentially largelosses at the slot machine. In accordance with one such embodiment, uponpurchasing the contract, a player credit account is set up at the slotmachine. The account may begin with zero credits but may begin withanother balance in other embodiments. The player is then allowed a fixednumber of handle pulls at the slot machine without requiring the playerto insert any money. Each handle pull decreases the player account,typically by decreasing the player account by a predetermined amount(e.g. one credit) for each handle pull. This may cause the number ofcredits to be negative, but play may still continue. If the playerachieves a winning outcome, credits can be added to the player accountin accordance with the payout for the winning outcome. If, after thefixed number of handle pulls, there are a positive number of credits inthe player account, then these may be paid out to the player in the formof cash. If, however, there are less than a predetermined amount ofcredits (e.g. zero credits) in the player account, then the playerreceives nothing. The insurer, however, could compensate the casino for,e.g., an amount in the player's account that is less than apredetermined number.

In such an embodiment, the player enjoys the fixed number of pullswithout the risk of any loss. The only loss for the player comes fromthe cost of the contract.

One aspect of this invention is a way to price a contract for a block ofpulls to be sold to a player. Pricing a contract may involve calculatingthe expected amount that would have to be paid a player upon thecompletion of the pulls. The price of the contract would then typicallybe greater than this expected amount so as to result in an expectedprofit possibly to be divided amongst the casino and, if it is aseparate entity, an insurer. For example, if a player could be expectedto receive $30 upon the completion of 1000 pulls, then the contract forthe block of 1000 pulls could be sold for $35.

The following terms are related to flat rate gaming sessions andcontracts. These definitions may serve as definitions for some, but notnecessarily all, embodiments described herein.

Contract indicator—an object or information by which a gaming device mayrecognize a contract in order to execute the contract. For example, aplayer purchases a contract at casino desk and receives a token thatserves as a contract indicator. When the player deposits the token in agaming device, the gaming device recognizes the contract the player hassigned up for and executes the contract accordingly.

Execute a contract—to carry out the terms of a contract. A gaming deviceexecutes a contract for 200 pulls by generating the 200 outcomes,incrementing and decrementing player credits in accordance with theoutcomes, and paying the player, if necessary, at the end of thecontract.

Gambling contract—An agreement between a player, an insurer, andsometimes a casino (e.g. if different than the insurer) with thefollowing exemplary provisions: The player pays the insurer a fixedamount up front.

The player is able to make a predetermined number of handle pulls asspecified in the contract.

The player need not pay any additional money after purchasing thecontract.

The player keeps any net winnings after all handle pulls have beencompleted.

If the player has a net loss after the handle pulls have been completed,then the loss is paid to the casino by the insurer (or, if the insureris the casino, the losses are “forgiven” by the casino such that theplayer need not pay the losses to the casino).

There are many variants of these provisions, and additional provisionsare possible. As can be seen, the contract insures a player againstexcessive losses, and may give the player more handle pulls than wouldotherwise be possible for the price of the contract Also, since theremay be no additional player decisions required after the player haspurchased the contract, the player need not be present for the executionof the contract and may therefore experience the feeling of remotegambling.

Gaming Device—Any electrical, mechanical, or electro-mechanical devicethat accepts wagers, steps through a process to determine an outcome,and pays winnings based on the outcome. The outcome may be randomlygenerated, as with a slot machine; may be generated through acombination of randomness and player skill, as with video poker; or maybe generated entirely through player skill. Gaming devices may includeslot machines, video poker machines, video blackjack machines, videoroulette machines, video keno machines, video bingo machines, and thelike.

Gross winnings—the total of a player's winnings during the execution ofa contract without regard to wagers made by the player. For example, if,after five pulls of a contract, a player has attained one winningoutcome with a payout of 4 coins, and one winning outcome with a payoutof 20 coins, then the player's gross winnings thus far are 24 coins.Since gross winnings does not account for wagers a player makes, grosswinnings will always be larger than or equal to net winnings.

Handle pull—a single play at a gaming device, including video poker,video blackjack, video roulette, video keno, video bingo, and otherdevices. The definition is intended to be flexible in that a single playmight constitute a single complete game, or a single wager. For example,in video blackjack, a player might play a single game in which he splitsa pair of sevens, requiring an additional wager. This one game mightthereby constitute either one or two handle pulls.

Net winnings—the total of a player's winnings during the execution of acontract minus the amount spent by the player on wagers. In the examplecited under the definition of “gross winnings,” the net winnings are 19coins since the player has won 24 coins but used one coin as a wager oneach of the five pulls.

Turning now to a detailed description of the contract embodiments of thepresent invention, various aspects of such embodiments are set forthbelow.

Description of the Contract

A typical contract is an agreement between the insurer and a player. Theplayer agrees to pay a fixed amount of money up front. In return, theplayer may (or must) gamble at a gaming device for a designated amountof time or for a designated number of outcomes. After the player hasgambled the requisite amount, the player has the right to keep anywinnings that exceed a certain threshold. The player does not, however,pay any losses. Thus, one function of the contract is to insure theplayer against losses at a gaming device. There are many variations ofthe contract and a portion of these are described below.

Another function of the contract is to allow a player to play a largenumber of handle pulls without the need of a large bankroll. Forexample, a player wishing to make 600 pulls at a quarter slot machinewould ordinarily require $150 (25 cents×600) in order to assure himselfthe ability of completing the 600 pulls. However, a contract might allowa player to make 600 pulls by paying only $20.

In some embodiments, the contract does not involve an insurer. Thefunction of the contract may be to allow outcomes to be generated forthe player while the player is not physically present at the gamingdevice. In these embodiments, the contract may consist mainly ofinstructions from the player as to how the slot machine should gamble onthe player's behalf. For example, the instructions will tell the machinehow fast to gamble, when to quit, and then where to send winnings.

Amount of Play

A contract may place one or more of the following exemplary restrictionson play covered by the contract:

-   -   The player must make a minimum number of handle pulls.    -   The player may not make more than a maximum number of handle        pulls.    -   The player must play for a certain minimum time period.    -   The player must play for less than a certain maximum time        period.    -   The player must maintain a minimum rate of play.    -   The player may not exceed a maximum rate of play.    -   The total coin in over the course of the contract must exceed a        certain minimum amount.    -   The total coin in over the course of the contract must not        exceed a certain amount.    -   The player must play until obtaining a specified outcome.        Coin Denomination

A contract may specify the size of the wager for each pull. The wagersize may be the same as that typically used by the gaming device. Forexample, if a player signs up for a contract at a quarter slot machine,the wager for each pull of the contract might be a quarter. If the slotmachine offers multiple coin bets, the wager for each pull might be aquarter, 50 cents, 75 cents etc. The contract may allow or may force theplayer to vary the wager from pull to pull.

One aspect of a contract may allow all play to occur in “credit mode.”That is, the player need not physically insert money into the gamingdevice prior to each pull, and money needn't come out of the gamingdevice after a player win. Rather, a player's credit balance may bestored in a player database either in the gaming device or at the casinoserver. Every time the player then makes a handle pull, credits arededucted from the player's balance. Every time the player wins, creditsare added to the player's balance. The player's credit balance can bedisplayed on the device so that the player may track his progress.

Since play may occur in credit mode, each wager might consist of coindenominations that are not standard for the gaming device. For example,a device that typically handles quarters may accept wagers of a nickel,of 40 cents, or even of 12½ cents.

Winnings Threshold

A contract may describe some threshold of gross winnings, net winnings,or accumulated player credits above which the player keeps any excess.Gross winnings describes the accumulated player wins from each pull ofthe contract. Thus, a player who makes 600 pulls on a $1 slot machine aspart of a contract and wins $3 on each of 100 pulls has gross winningsof $300 ($3/pull×100 pulls). Net winnings are the gross winnings lessthe accumulated costs of wagering. In the above example, the accumulatedcosts of wagering are $600 ($1/pull×600 pulls). Thus, in the aboveexample, the player's net winnings would be negative $300 ($300-$600).Accumulated player credits may mirror a running tally of a player's netwinnings. For example, a player may begin with zero credits, withcredits deducted in the amount of any wager, and added in the amount ofany winnings. Accumulated player credits may also mirror a running tallyof gross winnings, or any other statistic about a player's performance.

At the end of a contract, a player's accumulated credits may be comparedto a threshold. The player may then receive a payout of any excessaccumulated credits above the threshold. For example, if the thresholdis zero, and the player has 44 credits, each credit representing 25cents, then the player receives a payout of $11 (44 credits×25cents/credit). If the player had −12 credits, indicating a net loss of12 credits, then the player receives nothing. The player does not owe $3because the contract does not make the player responsible for anylosses.

The threshold might be at 10 credits, in which case a player withaccumulated credits of 30 would receive a payout equivalent to 20credits at the end of a contract and a player with 6 credits wouldreceive nothing. A threshold might be at −10 credits, in which case aplayer with accumulated credits of −6 would receive the equivalent of 4credits, while a player with −100 credits would receive nothing.

Rather than insuring against all of a player's losses, a contract mightinsure all losses up to a point and not beyond. Therefore, a contractmay have multiple thresholds, each with different functions. A playermay, for example, be responsible for any losses beyond a threshold lossof 100 credits. The same player might receive any winnings beyond athreshold of 10 accumulated credits. Thus, if, at the end of thecontract, the player has accumulated −125 credits, then the player mustpay 25 credits, if the player has accumulated 33 credits, then theplayer receives a 23 credit payout. If the player has accumulated −49credits, then the player neither owes nor receives anything.

In some embodiments, a threshold delineates a change in the percentageof a player's winnings or losses between credit tallies above and belowthe threshold. For example, a player might keep any credits won beyond athreshold of 50. Below 50 credits, the player only keeps 80% of hiswinnings. Therefore, if a player has 70 credits remaining at the end ofa contract, he keeps all 20 credits above 50, and he keeps an additional40 credits, representing 80% of the first 50 credits. Therefore, theplayer keeps 60 credits in total.

A player may also be responsible for a percentage of losses above orbelow a certain threshold. For example, a player may be responsible for50% of losses over 10 credits. Thus, a player who finishes a contractwith minus 20 credits owes nothing for the first 10 credits of loss, butowes 5 credits for the next 10 credits of loss. The player thereforeowes 5 credits.

In the most general sense, a contract specifies a functionalrelationship between what a player's accumulated credits are at the endof the contracted number of pulls, and what the player either owes or isdue. The function may be piece-wise linear, or may be rather non-linearand convoluted.

Where there is potential for a player to owe money at the end of acontract, the player may be required to deposit money into the gamingdevice in advance so as to prevent the player from walking away when heowes money. The advance payment may later be returned if the playerturns out to owe nothing at the end of the contract.

In many embodiments, a contract is transparent to the casino. In otherwords, if the player makes a certain number of pulls, the casino makesthe same amount of money whether or not the player happened to beinvolved in a contract. In these embodiments, however, a casino maycollect money that it makes (and the player has lost) from the insurer,rather than from the player. The casino may also act as an intermediaryin transactions between the player and the insurer. For example, thecasino may collect from the player money that is meant to pay for acontract. The casino may then transfer an equivalent amount of money tothe insurer.

In other embodiments, a contract is not completely transparent to thecasino. That is, the amount of money a casino receives after a certainnumber of the players handle pulls may depend on whether or not theplayer was in a contract In one example, a casino agrees that if aplayer's accumulated credits at the end of a contract are less than−200, then the casino will only collect 200 credits for the contract'shandle pulls. This example may benefit the insurer, since the insurerdoesn't have to worry about covering player losses in excess of 200credits. In another example, the casino configures a gaming device togive different odds to a player in contract play versus a player not incontract play.

Player Decisions

As mentioned previously, players may have some restrictions on the playcovered by the contract. For example, a contract may cover an hour'splay at a gaming device, but require the player to make between 600 and800 pulls in that hour. In some embodiments, however, contracts mayallow players to quit early or to play more than is otherwise covered bythe contract. For example, a contract might cover an hour's worth ofplay. After the first half-hour, the player may be ahead by $100 andwish to quit without risking the loss of the $100 in the subsequenthalf-hour. He may therefore opt to pay $20 in order to be released fromthe obligation of continuing the contract. He may then collect his $100in winnings.

A player at a gaming device may reach the end of a contract withaccumulated credits just short of an amount necessary to collectwinnings. However, the last 17 out of 20 pulls may have been wins forthe player. The player may feel as if he has some momentum going for himand therefore may not wish that the contract be finished. In someembodiments, the player may extend the contract. For example, the gamingdevice might prompt the player, saying, “For only $5 more, we'll giveyou another 200 spins added to your contract.” If the player accepts,then the casino or insurer has made a new sale with potentialprofitability. In some embodiments, the player may be allowed to extenda contract for free, or may even be paid to extend the contract. Forexample, the player may have winnings of $100 at the end of a contract.The casino, or insurer, may figure that if the player were to keeppulling, he would be likely to lose some of that $100. So the casino maypay the player $5 to take another 200 pulls.

In a related embodiment, a player may carry over the accumulated creditsfrom a first contract to a second contract. Thus, a player with 40accumulated credits at the end of a first contract may begin a secondcontract with 40 accumulated credits. The player may pay or be paid forcarrying over credits.

Price

In many embodiments, the player pays a fixed sum to buy the contract. Inexchange for that fixed sum, the player can then gamble a significantamount with little or no risk of losses. In many embodiments, theinsurer takes the risk of the player's loss. The insurer must thereforeprice the contract so as to be compensated for the risk it takes. Inother embodiments, the casino and the insurer share the profits andlosses associated with a contract. To ensure a profit to be dividedamongst the two, a contract may be priced in excess of a player'saverage win. Note that a player's loss would count as zero in figuringout the players average win, since the player does not have to pay forlosses.

One method of pricing the contract involves first figuring out what theinsurer might expect to pay, on average, to cover a player's losses.Another method of pricing a contract involves first figuring out whatthe casino/insurer combination might expect to pay, on average, tocompensate a player for his winnings. Both methods involve similarcomputations. Therefore, computations will be described below withrespect to only one or the other method of pricing a contract.

Exemplary Price Computations

The insurer obtains the gaming device or a component of the gamingdevice containing significant information about the operation of thegaming device (e.g. the CPU). The insurer then operates the gamingdevice as a player would when under contract. For example, if theinsurer is to sell contracts for 600 pulls, the insurer would make 600handle pulls at the gaming device and record the number of accumulatedcredits at the end of the 600 pulls. The insurer may repeat this processof testing contracts at the device for a large number of trials. Theinsurer may then average what its payments would be over all the trials.Note that while it might take a player days or years to complete, say,100,000 contracts at a gaming device; the process may be sped up for theinsurer by giving the gaming device special instructions to generateoutcomes more rapidly. The performance of large number of trials in themanner described above is often called a Monte-Carlo simulation.

The following is an example of pricing a contract. Using the method ofpricing described above, an insurer simulates the execution of a600-pull contract. The insurer repeats the simulation four more times.After the first simulation, the player has won $10. After the second,the player has lost $5 . After the third, the player has lost $17. Afterthe fourth, the player has lost $8. After the fifth, the player has won$3. To figure out what the insurer must pay, on average, the insureradds the three losses to get: $5+$17+$8=$30. The insurer then divides byfive, the number of simulations, to get: $30/5=$6. The insurer doesn'tcare, for the purposes of this calculation, how much the player won whenhe did win, since the casino is the one paying the player his winnings.Now, in order to obtain an average $4 profit, the insurer might charge$10 for each contract.

The insurer obtains or creates software that mirrors or models theoperation of the gaming device. For example, the software is configuredto generate the same outcomes as does the gaming device with the samefrequency as the gaming device. For each outcome generated, the softwaretracks what a player's accumulated credits would be. As before, theinsurer may simulate many contracts and average what its payments wouldbe over all the trials.

The insurer mathematically models potential outcomes of one handle pullof the gaming device using a random variable with a probability massfunction (PMF) or probability density function (PDF). With thesefunctions, the x-axis may represent potential winnings, such as −$1 or$3, which can occur from a single handle pull. The example of −$1indicates the player has paid $1 for the pull but has won nothing. Theexample of $3 indicates that the player has paid $1 for the pull and won$4. The y-axis of these functions represents the probability orprobability density of each outcome occurring. The probability of theplayer getting −$1 on a pull might be 0.8, while the probability of theplayer getting $3 might be 0.2. A PMF for the number of accumulatedcredits at the end of a contract can then be created by summing therandom variables representing individual handle pulls. I each pull isindependent with an identical PMF, as is common with slot machines, thenthe PMF for the results of the entire contract can be created usingrepeated convolutions of the PMF's for individual handle pulls. If forexample, 600 pulls are involved, then the PMF for single a handle pullmay be convolved with itself 599 times to generate a PMF for the entirecontract Using this resultant PMF, the insurer can easily calculate howmuch it would expect to pay to cover a players losses on each contract.If the resultant random variable is denoted by w, and the insurer wouldby required to pay for any player losses, then the insurers expectedpayment is given by Σ−∞⁰w*probability(w).

In the method described above, Fourier Transforms, Z transforms, LaplaceTransforms, or other transforms can be used to aid in the calculation ofthe repeated convolutions. Such a use of transforms is well known in theart.

As is well known in the art, with many classes of random variables,repeated summation results in a Gaussian probability distribution. Thisdistribution has the shape of the familiar bell curve. The Gaussiandistribution has the advantage of being fully described by only twoparameters, a mean and a standard deviation. If a Gaussian probabilitydistribution is used to approximate the sum of a large number ofindependent, identically distributed random variables, such as thosethat often describe handle pulls, then the mean and standard deviationof the Gaussian distribution is very easily calculated based on the meanand standard deviation of a random variable describing an individualpull. Such calculations are well known in the art. Thus, a Gaussiandistribution can easily be generated to approximate the PMF of a playersaccumulated credits at the end of a contract. Using this distribution,the insurer can calculate the amount it would be required to pay, onaverage, to cover a player's losses. The method of calculation issimilar to that described in 3). If a Gaussian PDF is used as anapproximation, then an integral sign replaces the summation sign, and“probability” is replaced by “probability density.”

The following is an example of using a Gaussian probability densityfunction to approximate the amount a casino would be required to pay, onaverage, to compensate a player for his winnings at the end of acontract. The contract may then be priced in excess of this amount toensure an average profit for the casino/insurer combination. A Gaussianfunction is given by the formula, f(x)=1=/√(2πσ)exp(−(x−μ)²/(2σ²)). Inthis formula, σ is the standard deviation, and p is the mean. Now, letus suppose that a single handle pull of a slot machine results in arequired payout to the player described by a probability mass functionwith mean μ₀ and standard deviation σ₀. Then, assuming each handle pullis independent, n handle pulls of the slot machine may be described by afunction with mean μ=μ₀n and standard deviation σ=σ₀√n. Furthermore, ifn is large, then the function describing a casino's aggregate payoutafter n handle pulls may be approximated by the Gaussian function f(x),whose formula is given above.

To calculate what a casino would have to pay to compensate a player forhis winnings, on average, we note that the casino pays when the playerwins, but receives nothing when a player loses. Therefore, the expectedpayment of the casino is given by:∫−∞⁰0*f(x)dx+∫ ₀ ^(∞) x*f(x)dx=∫ ₀ ^(∞) x*f(x)dx.We proceed to solve the integral: $\begin{matrix}{{\int_{0}^{\infty}{x*{f(x)}\quad{\mathbb{d}x}}} = {\int_{0}^{\infty}{x*{1/\left. \sqrt{}\left( {2\quad\pi\quad\sigma} \right) \right.}{\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\quad\sigma^{2}} \right)} \right)}\quad{\mathbb{d}x}}}} \\{= {{1/\left. \sqrt{}\left( {2\quad\pi\quad\sigma} \right) \right.}{\int_{0}^{\infty}{x*{\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\quad\sigma^{2}} \right)} \right)}\quad{\mathbb{d}x}}}}} \\{= {{1/\left. \sqrt{}\left( {2\quad\pi\quad\sigma} \right) \right.}{\int_{0}^{\infty}\left\lbrack {{\left( {x - \mu} \right)*{\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\quad\sigma^{2}} \right)} \right)}} +} \right.}}} \\{\left. {\mu*\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\quad\sigma^{2}} \right)} \right)} \right\rbrack\quad{\mathbb{d}x}} \\{= {2\quad{\sigma^{2}/\left. \sqrt{}\left( {2\quad\pi\quad\sigma} \right) \right.}*\left( {{- 1}/2} \right)*\left\lbrack {\exp\left( {{- \left( {x - \mu} \right)^{2}}/} \right.} \right.}} \\{\left. \left. \left( {2\quad\sigma^{2}} \right) \right) \right\rbrack_{0}^{\infty} + {\mu\quad{\int_{0}^{\infty}{{1/\left. \sqrt{}\left( {2\quad\pi\quad\sigma} \right) \right.}{\exp\left( {{- \left( {x - \mu} \right)^{2}}/} \right.}}}}} \\{\left. \left( {2\quad\sigma^{2}} \right) \right){\mathbb{d}x}}\end{matrix}$

We deal with the two terms separately: $\begin{matrix}{\begin{matrix}{2{\sigma^{2}/\left. \sqrt{}\left( {2\quad\pi\quad\sigma} \right) \right.}*\left( {{- 1}/2} \right)*} \\\left\lbrack {\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\quad\sigma^{2}} \right)} \right)} \right\rbrack_{0}^{\infty}\end{matrix} = {{{- \quad\sigma^{2}}/\left. \sqrt{}\left( {2\quad\pi\quad\sigma} \right) \right.}*\left\lbrack {0 \cdot \left( {{- \mu^{2}}/\left( {2\quad\sigma^{2}} \right)} \right)} \right\rbrack}} \\{= {\sigma^{2}{{\exp\left( {{- \mu^{2}}/\left( {2\quad\sigma^{2}} \right)} \right)}/\left. \sqrt{}\left( {2\quad\pi\quad\sigma} \right) \right.}}} \\{= {n\quad\sigma_{0}^{2}{{\exp\left( {{- n^{2}}{\mu_{0}^{2}/\left( {2n\quad\sigma_{0}^{2}} \right)}} \right)}/}}} \\{\left. \sqrt{}\left( {2\quad\pi\quad\left. \sqrt{}n \right.\quad\sigma^{0}} \right) \right.} \\{= {n^{3/4}\sigma_{0}^{3/2}{{\exp\left( {{- n}\quad{\mu_{0}^{2}/\left( {2\quad\sigma_{0}^{2}} \right)}} \right)}/\left. \sqrt{}\left( {2\quad\pi} \right) \right.}}}\end{matrix}$ and $\begin{matrix}{\begin{matrix}{\mu\quad{\int_{0}^{\quad\infty}{{1/\left. \sqrt{}\left( {2\quad\pi\quad\sigma} \right) \right.}\quad{\exp\left( - \right.}}}} \\{\left. \quad{\left( {x - \mu} \right)^{2}/\left( {2\quad\sigma^{\quad 2}} \right)} \right)\quad{\mathbb{d}x}}\end{matrix} = {\mu\quad{\int_{{- \mu}/\sigma}^{\quad\infty}\quad 1/\left. \sqrt{}\left( {2\quad\pi\quad\sigma} \right) \right.}\quad{\exp\left( {{- \quad y^{\quad 2}}/2} \right)}\quad\sigma\quad{\mathbb{d}y}}} \\{= {\mu\quad\left. \sqrt{}\quad\sigma \right.\quad{\int_{{- \mu}/\sigma}^{\quad\infty}\quad{{1/\left. \sqrt{}\left( {2\quad\pi\quad\sigma} \right) \right.}{\exp\left( {{- \quad y^{\quad 2}}/2} \right)}\quad{\mathbb{d}y}}}}} \\{= {\mu\left. \sqrt{}\sigma \right.{\int_{{- \mu}/\sigma}^{\infty}{{1/\left. \sqrt{}\left( {2\quad\pi} \right) \right.}{\exp\left( {{- y^{2}}/2} \right)}\sigma\quad{\mathbb{d}y}}}}} \\{= {\mu\quad\left. \sqrt{}\quad{\sigma\left\lbrack {1\quad - \quad{\int_{+ \infty}^{{- \mu}/\sigma}\quad{1/\sqrt{}}}} \right.} \right.}} \\\left. {\left( {2\quad\pi} \right)\quad{\exp\left( {{- \quad y^{\quad 2}}/2} \right)}\quad{\mathbb{d}y}} \right\rbrack\end{matrix}$ (where  y = (x − μ)/σ)

The integral is the cumulative distribution function for a zero mean,unit standard deviation Gaussian, for which tables exist. We denote itby N(−μ/σ). Continuing: $\begin{matrix}{{\mu\quad{\int_{0}^{\infty}{{1/\left. \sqrt{}\left( {2\quad\pi\quad\sigma} \right) \right.}{\exp\left( {{- \left( {x - \mu} \right)^{2}}/\left( {2\quad\sigma^{2}} \right)} \right)}\quad{\mathbb{d}x}}}} = {\mu\left. \sqrt{}{\sigma\left\lbrack {1 - {N\left( {{- \mu}/\sigma} \right)}} \right\rbrack} \right.}} \\{= {n\quad\mu_{0}n^{1/4}\left. \sqrt{}{\sigma_{0}\left\lbrack {1 -} \right.} \right.}} \\\left. {N\left( {{- n}\quad{\mu_{0}/\left( {\left. \sqrt{}n \right.\quad\sigma_{0}} \right)}} \right)} \right\rbrack \\{= {n^{5/4}\mu_{0}\left. \sqrt{}{\sigma_{0}\left\lbrack {1 - N} \right.} \right.}} \\\left. \left( {{- \left. \sqrt{}n \right.}\quad{\mu_{0}/\sigma_{0}}} \right) \right\rbrack\end{matrix}$ Recombining  the  two  terms  we  get: $\begin{matrix}{{\int_{0}^{\infty}{x*{f(x)}\quad{\mathbb{d}x}}} = {{n^{3/4}\sigma_{0}^{3/2}{{\exp\left( {{- n}\quad{\mu_{0}^{2}/\left( {2\quad\sigma_{0}^{2}} \right)}} \right)}/\left. \sqrt{}\left( {2\quad\pi} \right) \right.}} +}} \\{n^{5/4}\mu_{0}\left. \sqrt{}{\sigma_{0}\left\lbrack {1 - {N\left( {{- \left. \sqrt{}n \right.}\quad{\mu_{0}/\sigma_{0}}} \right)}} \right\rbrack} \right.}\end{matrix}$Automatic Play

A contract may require certain behaviors of the player. As mentioned,these behaviors may include maintaining a certain rate of play, orperforming a minimum number of handle pulls. The gaming device on whicha contract is executed may take various steps to ensure that thebehaviors are performed. To this end, the gaming device may initiatehandle pulls automatically or may fail to register handle pulls that theplayer attempts to initiate. For example, if the player must make atleast one handle pull every 10 seconds, and the player has failed tomake any handle pulls in 9 seconds, then the gaming device mayautomatically initiate a handle pull for the player on the tenth second.As another example, a player may be restricted from making more than onepull every 10 seconds. If in the same 10-second interval, the playerattempts to make more than one handle pull, the second handle pull maynot be initiated, at least until the next 10-second interval.

As can be seen from the above two examples, the player may maintain somecontrol over his gambling behavior even while the gaming device forceshim to comply with the contract. So a player who must make a pull every10 seconds still has control over whether the pull occurs on the firstsecond of an interval or the eighth second of an interval. Such controlcan be psychologically important, because many players feel that theexact moment at which the handle pull is initiated has an importanteffect on the ultimate outcome.

In some cases, a player may not desire to make any active decisions oncea contract has been initiated and may simply put a gaming device into“automatic play.” The player may later have the option of taking thegaming device out of automatic play and of manually initiating handlepulls.

Offering the Contract

A contract may be offered to a player in a number of ways. A gamingdevice may use text or synthesized voice to ask a person whether or nothe would like to sign up for a contract. A casino attendant may offer acontract to a player, or signs at a casino may point a player towards acasino desk where he may then purchase a contract.

A number of circumstances may trigger the casino or an insurer to offera contract to the player. For example, the player may have lost most ofan initial stake deposited into a gaming device. A player may be slowinghis play, or may no longer be inserting coins into the machine. The timeof day may be a player's typical lunch time or departure time. A playermay have the opportunity to enter into a contract only if he also agreesto do business with a particular merchant or group of merchants. Theplayer may have the opportunity to enter into a contract if the casinoor insurer deems him a good, valuable, or loyal customer.

Agreeing to the Contract

A player may specify a desired contract in a number of ways. At a gamingdevice, a player may use a touch screen to indicate his desire to enterinto a specific contract. Using the touch screen, the player may selectfrom a menu of possible contracts. For example, the menu might listseveral contracts with different time durations or different prices. Inone embodiment, a contract made available may define benefits to beprovided to the player or made available to the player upon purchase ofthe contract. For example, a first contract may be associated with afirst number of comp points and/or a first rate of earning comp pointswhile a second contract may be accociated with a second number of comppoints and/or a second rate of earning comp points. For example, if theplayer purchases the first contract, the first number of comp points maybe added to an account of comp points associated with the player. Inanother example, if the player purchases the first contract, the playermay earn comp points at the first rate during execution of plays underthe terms of the contract. The first rate of play may comprise, forexample, a rate that is greater than a rate at which the player wouldearn comp points for game play executed not under the terms of thecontract. In one embodiment, the player may be enabled to select acontract by touching an area of the screen that is associated with hisdesired contract.

The player might use menus to customize a contract for himself. Theplayer might use a first menu to select a duration of the contract (e.g.600 pulls, or ½ hour). A second menu might be used to select a rate ofplay. A third menu might be used for coin denomination. Many other menusare possible for other contract features. Once the player has selectedseveral contract features, the gaming device may select the remainingfeature so as to make the contract profitable for the insurer. Forexample, once the player has chosen a number of pulls and a coindenomination, the gaming device might choose the price of the contract.

Rather than a touch screen, a player may use special buttons, keys, orvoice input to specify a desired contract or contract terms.

In some embodiments, a player chooses a contract prior to approachingthe gaming device or even the casino. A player might select a contracton the Internet On the Internet, the player might specify terms of thecontract, such as the number of pulls, the rate of play, the cost, thepayout tables, the winning symbol combinations, etc. The player may thenprint out a code or a document describing or otherwise identifying theterms of the contract. The player then brings the code or document to agaming device that then recognizes what contract the player has chosen.When the player signs up for a contract, a description of the contractmight be sent electronically directly to the gaming device. The playermight then only identify himself at the gaming device in order toinitiate contract play.

Other terms of a contract a player may agree to or specify include: thefont size of the machine, the noise level of the machine's soundeffects, the particular game (e.g. number of reels, number of paylines), the brightness of the display, etc.

Signature

To confirm entry into a contract, a player might sign a document thatmay contain the terms of the contract. The document may be printed froma gaming device or from the Internet, or may be obtained from a counterat a casino. The signed document may then be deposited into an openingin the gaming device, may be returned to a casino counter, or may bekept by the player. The player might also sign an area on a touch screenor other sensing device.

A player might also confirm entry into a contract simply by paying forit. The player might pay be depositing tokens, coins or other currencyinto the gaming device. The player might pay using a credit or debitcard. The player might also pay from a player credit account establishedwith the casino. The player might pay at a counter of the casino andmight receive a contract or a contract indicator to bring to a gamingdevice. The gaming device might then recognize the contract indicatorby, for example, a bar code, and then execute the contract.

Instruction Sets

A typical contract may cover and/or require a large number of handlepulls by the player. Now ordinarily, when a player is gambling at agaming device for a long period of time, the player makes a number ofdecisions related to his gambling. Should the player play more quicklyor more slowly? Should the player double his bet after a loss? Shouldthe player quit after a sizable win? Should the player take a shortbreak to use the restroom?

Since the contract covers a large number of pulls, it is possible forthe some player decisions to be made beforehand and included in thecontract. A gaming device may then act on the decisions specified in thecontract without further input from the player. For example, whilenegotiating a contract for an hour of play at 10 pulls per minute, aplayer might decide he'd like a 15 minute break between the first ½ hourand the second ½ hour of pulls. The gaming device might then execute thecontract for the first half hour by automatically spinning andgenerating outcomes for the first ½ hour. The gaming device might thenfreeze for 15 minutes, preventing other players from stepping in andallowing the contract holding player to take his 15 minute break. Thedevice can then unlock after 15 minutes, perhaps with the entry of apassword, and resume the generation of outcomes.

One important aspect of having a players decisions spelled out beforehand in the contract is that the player need not even be present at thegaming device. A player can sign up for a contract at a casino in LasVegas, and then have the contract executed automatically by a gamingdevice. The player can then view a running tally of his accumulatedcredits over the Internet while in Virginia, for example.

In general, player instructions built into a contract will include someaction to be performed as well as some triggering condition for theaction. As an example, a player instruction may be to increase the rateof handle pulls provided accumulated player credits exceed 100. In thisexample, the action is to increase the rate of handle pulls, and thetriggering condition is whether accumulated player credits exceed 100.The following player actions may, in some embodiments, be part of aplayer's instructions:

-   -   Increase or decrease a wager amount on one or more handle pulls.    -   Increase or decrease a rate of wagering.    -   Cease gambling.    -   Change the way outcomes are displayed.

The following conditions, in some embodiments, may trigger the aboveactions

-   -   The player has just won or lost on one or more handle pulls.    -   The player has just won a certain amount on one or more handle        pulls.    -   Any player defined sequence of wins and losses has occurred on        prior handle pulls.    -   The player has approached or left the vicinity of the gaming        device.    -   The current time has reached a particular time of day.

One advantage of contracts executed by the gaming device is that agaming device can gamble at speeds a human is incapable of achieving.For example a player is on a winning streak, but must soon join hisfamily for lunch. Rather than cash out and leave, he decides toaccelerate his play to 2 pulls per second. He therefore enters a into acontract which is to be executed by the machine at 2 pulls per secondfor the next 8 minutes. In this contract, an insurer is not involved.The contract simply serves as a means of increasing the rate of play. Asit happens, the player loses all his money in 6 minutes, and so thecontract ends.

Player instructions may tell the slot machine to play faster when theplayer is present or is observing in some way, and to play more slowlywhile the player is asleep. For example, the rate of pulls may be twiceas fast during the day as at night. The rate of play may likewise befaster when an infrared detector in the slot machine senses the heat ofthe player's presence.

Player instructions may also tell a gaming device how to play certaingames involving player decisions. For example, a player may leaveinstructions to use basic strategy in a game of video blackjack, or toplay according to published theory in a game of video poker. The playermay add instructions to always draw to a four card open-ended straightflush.

Times of Execution

A contract may be executed over a range of different time periods. Theoutcomes, the accumulated player credits, and the player winnings may ormay not be displayed to the player at the same time at which theoutcomes are being generated.

In one embodiment, all the outcomes needed for a contract are generatedvery rapidly by a gaming device, perhaps all in less than a second. Theoutcomes may then be displayed to the player over a much longer timeframe so as to give the player a more exciting gaming experience.

In another embodiment, outcomes may be continuously generated at a ratecomparable to that with which a player might make handle pulls on hisown. This embodiment might be entertaining for a player if the player issitting at the gaming device or watching the outcomes being generatedfrom a home computer.

In another embodiment, outcomes are generated on a periodic basis atfixed times every day, week, hour, etc. For example, outcomes for a600-pull contract may be generated 100 outcomes at a time, each blockbeing generated from 8 pm-9 pm on Sunday. Thus, it would take just undersix weeks for the entire contract to be executed. This method ofexecution may be ideal if a player has a schedule as to when he enjoyswatching outcomes being generated. For example, the player might enjoyseeing outcomes generated while he watches his favorite show on Sundaysfrom 8 pm to 9 pm. This method of execution might also be ideal for thecasino if slow business periods occur on a periodic basis where theentire contract cannot be executed in a single period.

In still another embodiment, outcomes are generated on a flexible basis,either when it is convenient for the casino or for the player. In thisembodiment, the casino may wait for a gaming device to be free of usebefore using it to generate the next couple of outcomes of a contract.Alternatively, the player may signal the gaming device any time he isready to have the next few outcomes generated

Viewing the Contract's Execution

As discussed, a player may enjoy watching from a remote location as theoutcomes of his contracts are generated. Since the player is notphysically at the slot machine, the outcomes must be presented to theplayer via some graphical representation. In one embodiment, a camerasimply films the gaming device generating the player's outcomes. Theimage from the camera is transmitted to the player device via theInternet, the cable system, satellite, etc. The player device might be,for example, a TV or a personal computer. In another embodiment, thegenerated outcomes are recorded either by the gaming device, by a camerawatching the device, or by a casino employee. The generation of theoutcomes is then graphically recreated for the player in a manner notnecessarily consistent with the physical appearance of the gaming devicethat generated the outcomes. For example, a gaming device generates theoutcome: cherry-orange-lemon. The gaming device then transmits, via thecasino server and the Internet, a bit sequence indicating the outcomescherry-orange-lemon. Perhaps the bits “0000” represent cherry, “0011”represent orange, and “1111” represent lemon. The bit sequence istransmitted to a player's home computer, where a software programdisplays a cartoon representation of a slot machine. The cartoon showsthe reels spinning and stopping with the outcome: cherry-orange-lemon.The cartoon representation of the slot machine may not look anythinglike the slot machine that originally generated the outcomes. In someembodiments, a player views a combination of the actual image of hisgaming device, and a computer-rendered version of a gaming device. Forexample, a cartoon of the reels spinning might be displayed within theframe of an actual image of the slot machine, without the reels.

In some embodiments, the player does not view a graphical representationof the outcomes, but sees the outcomes as text, such as “seven-bar-bar,”“s-b-b,” “7-b-b,” etc. The player may not even see the outcomes, justhow much he has won or lost on every pull. Thus, the player may view aperiodically updated tally of his accumulated credits. He may only viewhis total accumulated credits, or his take home winnings, after alloutcomes have been generated.

Any graphical or textual representation of the players outcomes,accumulated credits, or other contract information may be displayedeither on an entire portion of a computer or TV screen, or on a smallerportion of the screen. For example, a small cartoon slot machine mayreside in a box in the upper right hand corner of a TV screen thatsimultaneously displays a regular TV show. A player watching televisionneed then only glance up at the corner of his screen to follow theprogress of his contract. Representation of outcomes may also be placein an email message to the player.

Of course, the various representations of outcomes may be used just aswell with a player physically present at the gaming device or at thecasino.

In some embodiments, the player calls up a number to monitor theprogress of his contract. He may enter a code or password when promptedby a voice response unit (VRU) and thereby access the outcomes from hisparticular contract.

A player may be sent updates on his contract only when certaintriggering conditions are met. For example, a player may only wish forupdates when he wins more than 100 credits on a spin, or when thecontract terminates.

Revenue Management

As discussed previously, the pricing of a contract will often take intoaccount the expected amount an insurer must pay to a casino to cover aplayer's losses, or the expected amount that a casino and insurer incombination can expect to pay to compensate the player for his winnings.Pricing of contracts may account for additional factors such as, forexample:

-   -   Times or dates on which the contract is to be executed.    -   The gaming device on which the contract is to be executed    -   Flexibility in the contract's execution.    -   A player's playing history.    -   The importance of the player as a customer of the casino.

For example, a contract which is to be executed during a period of lowcustomer activity at a casino may be priced at a discount This isbecause a casino would like to encourage the use of gaming devices thatare otherwise empty. Alternatively, a casino may want to discourage thepurchase of contracts during times of high customer traffic, and socontracts may be higher priced at such times.

If a contract has flexibility as to when it may be executed, then thisallows the casino to execute contracts only during times when gamingdevices would not otherwise be in use. Therefore, such a contract mightbe priced more favorably.

A contract that is executed at an unpopular gaming device, for example,might be priced more favorably for the player so as to encourage the useof that device.

If a player shows signs of nearing the end of his gambling session, acontract might be priced at a discount for that player. For example, aplayer might be slowing his rate of play, indicating boredom. A playermight be lowering his wager size, indicating a decreasing bankroll. Aplayer might simply have been at a gaming device for such a long timethat he would almost necessarily be hungry enough to leave at anymoment. Providing a discount on a contract to such players wouldencourage them to remain gambling for at least the time it takes toexecute the contract.

Settlement

In some embodiments, the casino acts as the intermediary in transactionsbetween a player and the insurer. The casino is an intermediary, forexample, when its gaming devices collect a player's payment for acontract, even though that payment is meant to go to the insurer. Thecasino is also an intermediary when it does not collect losses from aplayer, but from an insurer.

Since the casino may engage in many transactions with the insurer, itwould potentially be inefficient for the casino to transfer money to theinsurer, or vice versa, after every transaction. Therefore, the casinoor the insurer may maintain records of how much one owes the other. Thecasino and the insurer may then settle their accounts periodically. Ifthe casino owes the insurer money, then the casino may wire money to theinsurer. If the insurer owes the casino, then the insurer may wiremoney. Of course, many other methods of settlement are possible.

In cases where a contract has resulted in a net win for the player, theplayer must be paid. If the player is at the casino, he may enter into agaming device a password or other identifier of himself or of hiscontract. The gaming device may then access a database in the casinoserver containing the details of the contract, including the amount owedto the player. The gaming device may then payout the amount owed in theform of cash, tokens, paper receipts or vouchers, digital cash, digitalreceipts, etc. The player may also collect his winnings at a casinodesk, perhaps after presenting identification.

If a player is remote from a casino when his contract has finishedexecuting, then the player may be sent his winnings either by theinsurer or the casino. If the insurer provides the winnings, then thecasino may later reimburse the insurer in the amount of the winnings.The winnings may be sent in the form of cash, check, money order, etc.The winnings may be sent by postal mail, by wire transfer, by directdeposit, by email as digital cash, etc.

In some embodiments, the casino may simply keep the player's winnings ina player account at a casino, to be accessed by the player next time hevisits the casino. The winnings may, in the meantime, accumulateinterest. The casino (or insurer) may also alert the player that hiscontract has finished executing and that he has winnings. The player maybe instructed to come to the casino and pick them up.

In some embodiments, the player may have left instructions to take anywinnings from a first contract and purchase a second contract. Thisallows for the notion of a meta-contract. Just as a contract may specifyhow to allocate money for pulls, a meta-contract would describe how toallocate money for contracts. There could then be meta-meta-contracts,and so on.

Numerous variations on the above-described contract embodiments of thepresent invention may be practiced without departing from the spirit andscope of the present invention. For example, a player may be halfwaythrough a contract and have negative 200 accumulated credits. The playermight therefore lose all hope of winning enough to overcome the200-credit deficit, and so lose interest in the contract. Therefore, inone embodiment, a player who is well below a threshold number ofaccumulated credits for winning may play for an altered pay table. Lowpaying outcomes may be eliminated, while the likelihood of achievinghigh paying outcomes may increase. This is because a player with a200-credit deficit probably doesn't care about a win of ten credits, butdoes care about a win of 500 credits. The overall hold percentage of themachine may remain constant. In some embodiments, the alteration of thepay tables is an automatic function of the number of pulls remaining andthe credit deficit of the player. In other embodiments, the player mustrequest an alteration of the pay tables. As an example, a player mayselect an option that says, “Let me play just for the jackpot. Eliminateeverything else and make the jackpot more likely.” The player may or maynot have to pay for an alteration of the pay tables. In a more generalsense, the pay tables may change such that the standard deviation of thepayout for a particular handle pull changes even as hold percentage mayremain constant.

In another embodiment, a player might purchase a contract at a casinodesk and receive a token that indicates the type of contract. The playermight then deposit the token into a gaming device. The gaming devicewould then recognize the token and be able to execute the contract,

A player may have the privilege of entering into favorable contractsafter a fixed amount of initial betting. For example, if the playerwagers for an hour, he may be able to enter into a contract where eachpull is at true odds. That is each pull pays back, on average, the sameamount that was put in. Typically the pull pays back less. In yetanother embodiment, a player may receive better odds on contract playwhen he is recommended to the casino by a friend.

In some embodiments, certain results of a pull may terminate a contractearly. For example, if a player hits the jackpot, the contract mayterminate. In other embodiments a player's accumulated credits can bedisplayed to a player as a function of time in the form of a graph. Thegraph may took much like graphs used to plot the price of a stock marketindex as a function of time. In some embodiments, a player wins money orsome other prize if the graph takes on a certain shape. For example, ifthe line of the graph is such that it slips between several sets ofmarkers (much like a skier on a slalom course), then the player may wina large prize.

In some embodiments, a player's winnings on each pull of the contractare reinvested into the contract, whereas in other embodiments they arenot. In one example, a player purchases a contract for $100. The playerinstructs the gaming device to gamble the $100 until it is all gone.However, any winnings are not to be used to gamble, they are to be sentdirectly to the player. In a second example, the player purchases acontract for $100 and instructs the gaming device to gamble the $100until it is gone or until it has become $200. Here, the player elects toreinvest winnings, using the winnings to pay for new handle pulls evenafter $100 worth of handle pulls has been made already.

A contract may reward a player based on any second order data, ormeta-data about one or more outcomes. Examples include rewarding theplayer if three like outcomes occur in a row, if 20 cherries come up in10 sequential spins, if the players accumulated credits ever reach 100,etc. An example previously mentioned is rewarding a player based on thepattern of a graph of accumulated winnings as a function of time. Aplayer might choose the “meta-outcomes” on which he desires to berewarded, and the gaming device may figure the corresponding odds andthe size of the reward should the meta-outcome occur.

A player may be rewarded with the downside of a sequence of outcomesmuch as buying insurance gives him the upside. For example, a playerpays a fixed sum of money, and collects winnings for every dollar in thenegative the contract finishes at. Thus, if a contract ends with theplayer having minus 20 accumulated credits, then the player collects 20credits.

A contract may apply to a “best 100 sequence of a larger sequence ofpulls. For example, the player pays $100 for a contract of 1000 pulls.From those 1000 pulls, the player gets to choose any 100 consecutiveoutcomes to determine his winnings, and can disregard the rest of theoutcomes. Thus the player can say he wants to use outcomes 506 through605. Perhaps there was a hot streak during that sequence. The player'swinnings are there determined solely based on what happened betweenpulls 506 and 605. This might result in winnings of $200, whereas havingcounted all 1000 pulls would have resulted in a net loss for the player.Of course, the gaming device may automatically choose the most favorablesequence for the player.

A player may choose his favorite outcome and receive higher payouts forthat outcome, special privileges for receiving that outcome (e.g. theability to terminate a contract), etc. Returning now to the figures,FIG. 16 is a schematic representation of an embodiment of a systemconfigured to carry out the contract embodiments described above. Thesystem 1600 comprises a casino server 1605 in communication with insurerdevice 1610, a gaming device 1615, and a player device 1620. As usedherein, a device (including the casino server 1605, the insurer device1610, the gaming device 1615 and/or the player device 1620) maycommunicate, for example, through a communication network such as aLocal Area Network (LAN), a Wide Area Network (WAN), a Metropolitan AreaNetwork (MAN), a Public Switched Telephone Network (PSTN), a proprietarynetwork, a Wireless Access Protocol (WAP) network, or an InternetProtocol (IP) network such as the Internet, an intranet or an extranet.Moreover, as used herein, a communication network includes those enabledby wired or wireless technology.

It should be understood that any number of gaming devices and any numberof player devices can be used in system 1600. Although system 1600includes both a casino server 1605 and an insurer device 161 0 asillustrated, one or the other of these elements may be omitted (forexample, the insurer device may be omitted in embodiments that do notinclude an insurer or where the casino acts as the insurer). Similarly,although system 1600 includes both a gaming device 1615 and a playerdevice 1620 as illustrated, one or more of these embodiments may beomitted (for example, the player device may be omitted if the casino hasnot implemented remote gaming). Further, some or all of thefunctionality of a casino server 1605 may be carried out by insurerdevice 1610 and vice versa. Similarly, some or all of the functionalityof casino server 1605 and/or insurer device 1610 may be carried out bygaming device 1615 and vice versa. In one embodiment, the casino server1605 comprises one or more computers that are connected to a remotedatabase server.

Turning now to FIG. 17, therein depicted is schematic illustration of acasino server 1605. Casino server 1605 is an illustration of anembodiment of the casino server of the same number in FIG. 16. Casinoserver 1605 comprises a processor 1705 in communication with acommunications port 1710 and storage device 1715. Contained in storagedevice 1715 is a program 1720, a player database 1725, a gaming devicedatabase 1725, and a contracts database 1730. Each of these databaseswill be described in detail below. The processor 1705 performsinstructions of the program 1720, and thereby operates in accordancewith the present invention. The program 1720 may be stored in acompressed, uncompiled and/or encrypted format. The program 1720furthermore includes program elements that may be necessary, such as anoperating system, a database management system, and “device drivers”used by the processor 210 to interface with peripheral devices.Appropriate program elements are known to those skilled in the art.

Note that the processor 1705 and the storage device 1715 may be, forexample, located entirely within a single computer or other computingdevice or located in separate devices coupled through a communicationchannel.

Turning now to FIG. 18, therein depicted is a schematic illustration ofan insurer device 1610. Insurer device 1610 is an illustration of anembodiment of the insurer device 1610 of the same number in FIG. 16.Insurer device comprises a processor 1805 in communication with acommunications port 1810 and a storage device 1815. Storage device 1815stores a program 1820. The processor 1805 performs instructions of theprogram 1820, and thereby operates in accordance with the presentinvention. The program 1820 may be stored in a compressed, uncompiledand/or encrypted format. The program 1820 furthermore includes programelements that may be necessary, such as an operating system, a databasemanagement system, and “device drivers” used by the processor 1805 tointerface with peripheral devices. Appropriate program elements areknown to those skilled in the art. Note that the processor 1805 and thestorage device 1815 may be, for example, located entirely within asingle computer or other computing device or located in separate devicescoupled through a communication channel.

Turning now to FIG. 19, therein depicted is a schematic illustration ofa gaming device 1615. Gaming device 1615 is an illustration of anembodiment of the gaming device of the same number depicted in FIG. 16.Gaming device 1615 comprises a processor 1905 in communication with acommunications port 1910, an input device 1915, an output device 1920,and a storage device 1925. Storage device 1925 stores a program 1930.The processor 1905 performs instructions of the program 1930, andthereby operates in accordance with the present invention. The program1930 may be stored in a compressed, uncompiled and/or encrypted format.The program 1930 furthermore includes program elements that may benecessary, such as an operating system, a database management system,and “device drivers” used by the processor 1905 to interface withperipheral devices. Appropriate program elements are known to thoseskilled in the art.

Note that the processor 1905 and the storage device 1925 may be, forexample, located entirely within a single computer or other computingdevice or located in separate devices coupled through a communicationchannel.

Input device 1915 may comprise, for example, a player slot cardinterface, a keypad, a touch-screen, a microphone and/or any otherdevice which allows a player to input information into gaming device1615. Output device 1920 may comprise, for example, a display area, amicrophone, and/or any other device that allows gaming device 1615 tooutput information to a player. Gaming device 1615 may comprise, forexample, a slot machine, video poker machine, video keno machine, or avideo blackjack machine. A combination of these type of machines may beused in embodiments where casino server 1605 is in communication withmore than one gaming device 1615.

Turning now to FIG. 20, therein depicted is a schematic illustration ofa player device 1620. Player device 1620 is an illustration of anembodiment of the player device of the same number depicted in FIG. 16.Player device 1620 may be, for example, a personal computer (PC),laptop, personal digital assistant, a cellular telephone, a pager,and/or any other device that allows a player to remotely monitor andparticipate in play of a gaming device in accordance with the presentinvention. Player device 1620 comprises a processor 2005 incommunication with a communications port 2010 and a storage device 2015.Storage device 2015 stores a program 2020. The processor 2005 performsinstructions of the program 2020, and thereby operates in accordancewith the present invention. The program 2020 may be stored in acompressed, uncompiled and/or encrypted format. The program 2020furthermore includes program elements that may be necessary, such as anoperating system, a database management system, and “device drivers”used by the processor 2005 to interface with peripheral devices.Appropriate program elements are known to those skilled in the art. Notethat the processor 2005 and the storage device 2015 may be, for example,located entirely within a single computer or other computing device orlocated in separate devices coupled through a communication channel.

It should be noted that any and all of the processors 1705, 1805, 1905,and 2005 may comprise one or more microprocessors such as one or moreINTEL® Pentium® processors. Further, any and all of the storage devices1720, 1815, 1925, and 2015 may comprise any appropriate storage device,including combinations of magnetic storage devices (e.g., magnetic tapeand hard disk drives), optical storage devices and semiconductor memorydevices, such as Random Access Memory (RAM) devices and Read Only Memory(ROM) devices.

Examples of databases that may be used in connection with the system1600 will now be described in detail with respect to FIGS. 21 through23. Each figure depicts a database in which the data is organizedaccording to a data structure in accordance with embodiments of thepresent invention. The data may be stored, for example, on a computerreadable medium and be accessible by a program executed on a dataprocessing system. The schematic illustrations and accompanyingdescriptions of the databases presented herein are exemplary, and anynumber of other database arrangements could be employed besides thosesuggested by the figures.

Player Database

Referring to FIG. 21, a table represents one embodiment of the playerdatabase 1720 that may be stored at the casino server 1605 shown in FIG.16 according to an embodiment of the present invention. The tableincludes entries identifying players that may be participating incontracts for flat rate play sessions with system 1600. The table alsodefines fields 2105, 2110, 2115, 2120, 2125, 2130, and 2135 for each ofthe entries. The fields specify (i) a player identifier 2105 thatuniquely identifies a player; (ii) a name 2110 associated with theplayer; (iii) an address 2115 that facilitates communications with theplayer; (iv) a financial account identifier 2120, such as a credit ordebit card account, associated with the player through which payment maybe obtained and to which player winnings may be credited; (v)demographic information 2125 that may be utilized to determine a priceor other terms for a contract; (vi) credits 2130 that represent theamount of casino credits associated with the player; and (vii) alifetime coin in 2135 that represents the amount of coin in wagered bythe player over the course of his or her relationship with the casinoand/or insurer,

Gaming Device Database

Referring to FIG. 22, a table represents one embodiment of the gamingdevice database 1725 that may be stored at the casino server 1605 shownin FIG. 16 according to an embodiment of the present invention. Thetable includes entries identifying gaming devices operated by thecasino. The table also defines fields 2205, 2210, and 2215 for each ofthe entries. The fields specify a (i) a gaming device identifier 2205that identifies a gaming device; (ii) a name 2210 associated with thegaming devices, such as, for example, Diamond Mine®; and (iii) amanufacturer 2215 of the gaming device.

Contract Database

Referring to FIG. 23, a table represents one embodiment of the contractdatabase 1730 that may be stored at the casino server 1605 shown in FIG.16 according to an embodiment of the present invention. The tableincludes entries identifying contracts that may or have been purchasedvia the system 1600. The table also defines fields 2305, 2310, 2315,2320, 2325, 2330, 2335, 2340, and 2345 for each of the entries. Thefields specify (i) a contract identifier 2305 that identifies a contractthat has been purchased or is available for purchase by a player; (ii) aplayer identifier 2310 that identifies a player, if any, that may beassociated with the contract; (iii) an initial bankroll 2315; (iv) adescription 2320 that describes the terms of the contract; (v) a cost2325 of the contract; (vi) a result 2330 that indicates the currentstatus of the contract; (vii) an amount owed the player 2335; (viii) anamount owed the insurer 2340; and (ix) a total amount owed the insurer2345.

A method that may be used in connection with the system 1600 accordingto an embodiment of the present invention will now be described indetail with respect to FIG. 24. The method shown in FIG. 24 may beperformed, for example, by a casino server 1605 in response to aplayer's request to purchase a contract and after determining the priceand terms of the contract the player wishes to purchase. This flow chartdoes not imply a fixed order to the steps, and embodiments of thepresent invention may be practiced in other orders.

The method 2400 begins upon receipt of payment from a player for a fixednumber of pulls in step 2405. In other embodiments this step maycomprise receipt of payment for a fixed duration of time during whichthe player may play. Receipt of payment may comprise, for example,receipt of a monetary input into a gaming device 1615 or receipt of(and, e.g. approval of a charge on) a financial account identifier. Thereceived payment, or an indication of it, is then transmitted to aninsurer in step 2410. Outcomes are then generated for a fixed number ofpulls in step 2415. An adjustment of a tally of the player's accumulatedcredits based on the outcomes is performed in step 2420.

In step 2425 it is determined whether the adjusted tally exceeds apredetermined threshold. If it does, the method 2400 proceeds to step2435 where the player is paid the amount by which the tally exceeds thethreshold. Payment to the player may be achieved by, for example,outputting a monetary amount comprising the payment to the player at thegaming device or by crediting the amount of the payment to a financialaccount identifier associated with the player. If it is determined instep 2425 that the adjusted tally does not exceed the predeterminedthreshold then the method 2400 proceeds to step 2430 in which the amountby which the tally falls short of the threshold is collected from theinsurer.

Additional Description of Various Embodiments

As further illustration of what has been described herein, additionaldescriptions of some embodiments of the present invention will now beset forth. Specifically, various examples of embodiments comprising avideo poker gaming device will now be described. It should be notedthat, as used herein, the terms “contract,” “gaming contract,”“session,” “gaming session,” “play session,” “flat rate session” and“flat rate play session” may be used interchangeably to describe flatrate session play of the present invention, wherein players provide aflat price and in exchange execute a plurality of game playsadministered by a gaming device. For example, if a gaming device isdescribed as storing a number of gaming contracts withoperator-specified parameters, it may be understood that such contractsare in essence pricing arrangements that allow for players to executeone or more gaming sessions by providing a flat rate price.

As described, prices of various flat rate sessions or contracts may bedetermined based on a variety of associated parameters, such as theduration of the contract, the wager amount per game play, the startingbalance of the contract, active payouts associated with the contract,and so on.

For example, as described, in one or more embodiments, an operator maycalculate (e.g., by way of repeated mathematical simulation) the averageamount paid out to a player of a gaming contract when the contractcomprises various parameters. For example, it may be determined that theaverage “contract cost” (e.g., the average amount paid out to playersupon resolution of a gaming contract) is $10.03 for a draw video pokercontract characterized by the following parameters:

Contract duration/interval: 30 minutes or 250 hands of draw poker

Wager amount per hand: $0.25

Starting balance: 0 credits (each wager deducts one credit, such thatthe player's balance can be negative)

Active pay combinations: Royal Flush pays 4,000 credits, Straight Flushpays 50 credits, Four of a Kind pays 25 credits, Full House pays 9credits, Flush pays 6 credits, Straight pays 4 credits, Three of a Kindpays 3 credits, Two Pair pays 2 credits, Jacks or Better pay 1 creditThreshold above which player may collect winnings: 0 credits

Thus, after simulating play of a gaming contract with the aboveparameters, it may be determined that the following expression is true:(Total number of players finishing with a positive balance × $10.03Average amount won by players with a positive balance) = Total number ofplayers

Accordingly, as described, this contract cost (or base price) may beused to calculate a retail price (e.g., a flat rate price to be paid byplayers when purchasing a gaming session). For example, an operator maymultiply the contract cost by a desired margin to arrive at a retailprice (e.g., $10.03×1.5=$15.05, establishing a 50% profit margin). Inother embodiments, an operator may calculate a retail price by adding afixed amount to a contract cost (e.g., each contract should be priced $10 above the contract cost).

Thus, in some embodiments, an operator or other party may set retailprices in association with a number of gaming contracts before suchcontracts are made available to players, such that the prices may remainfixed so long as the contracts are offered (e.g., before a video pokermachine offering a “Play by the Hour” feature is released to the public,it is determined that 30 minutes of video poker play, wherein playerswager $0.25 per hand, may cost the player $20, yielding approximately$10 in profit per contract).

In other embodiments, prices associated with one or more gamingcontracts may be adjusted on a periodic, non-periodic (e.g., upon anoccurrence of a predetermined condition) and/or continuous basis (e.g.,by an operator). Thus, a gaming device and/or server of the presentinvention may comprise means for determining a retail price associatedwith a gaming contract.

For example, in one or more embodiments, a contract cost associated witheach of several predefined gaming contracts (e.g., contracts withoperator-specified parameters) may be stored within a memory of a gamingdevice and/or server of the present invention. Using an interface of agaming device, server and/or a computing device in communication with agaming device and/or server, an operator may then set retail prices assome function of the contract cost (e.g., an operator uses atouch-sensitive screen of a gaming device or any of various availableinput means of a computer device in communication therewith to inputsuch price settings, such that retail prices associated with one or moregaming contracts offered by a gaming device are updated, changed orotherwise programmed into the memory of a gaming device and/or server).

In one such example, an operator may periodically or non-periodicallyadjust a desired “hourly profit rate” associated with one or morecontracts offered by one or more gaming devices (e.g., an amount aprofit per unit time an operator desires to realize when one or morecontracts are executed using one or more gaming devices).

For example, an operator may program a desired hourly profit rate for aparticular gaming device, such that if any contract is executed usingthe device, the same amount of profit per unit time will be realized. Asstated, the prices of various contracts may then be adjusted to reflectthe desired profit rate. For example, in some embodiments, the price ofeach contract is a function of the desired hourly profit rate, thecontract cost, and contract duration. For example, if an operatordesires a profit rate of $15/hour, and the contract cost of a 30-minutecontract is $40.12, then the contract may be priced at $47.62. Inanother example, if an operator desires a profit rate of $22/hour, andthe contract cost of a two-hour contract is $102.35, then the contractmay be priced at $146.35. Of course, it should be noted that variousrounding rules may be utilized such that contracts are priced at evenamounts of money (e.g., whole dollar amounts), in a manner that isconvenient to customers.

In another example, an operator may program a desired income rate inassociation with a particular game offered by a plurality of gamingdevices (e.g., an operator desires $11/hour from Crazy Deuces Poker,$12/hour from Bonus Action Power Poker).

It should be further noted that, in some embodiments, an operator maywish to set arbitrary prices (e.g., prices that are not determined basedon some function of contract cost). Accordingly, using an interface of agaming device, server and/or a computing device in communication with agaming device and/or server, an operator may then set such retail prices(e.g., an operator simply enters a desired price associated with one ormore contracts).

Further, as stated, in some embodiments, players may establish variouscontract parameters (e.g., indicate which payouts are active, and soon). Accordingly, a gaming device and/or server of the present inventionmay comprise means for determining a contract cost based on therequested parameters. For example, one or more algorithms stored withinthe gaming device and/or server may enable that contract costs arecalculated based on received parameters. Thus, a gaming device maycomprise the flexibility to allow players to identify a variety ofcontract parameters, and to allow operators to specify hourly incomerates or other profit rules such that contracts may be priceddynamically based on the player-identified parameters.

Further still, an operator or other party may specify one or morecriteria for determining a price of a session. For example, an operatoror other party may specify different hourly profit rates for differentperiods of time. For example, as described, an operator may desire ahigher hourly profit rate during a peak period when gaming deviceutilization is typically high, and settle for a lower profit rate duringan off-peak period when machine usage is typically low.

In another embodiment, a gaming device and/or server may determine acurrent level of machine usage in association with one or more gamingdevices. For example, it may be determined that a certain percentage ofall gaming devices among a common network are currently being utilized(e.g., 47% of all gaming devices have a credit balance other than zero).A gaming device may then be configured such that an hourly profit rateis associated with a utilization percentage or range of utilizationpercentages (e.g., an hourly profit rate of “$11 per hour” is desiredbetween “11-20% utilization”; an hourly profit rate of “$18 per hour” isdesired between “51-60% utilization”; and so forth). Thus, the presentinvention may comprise automatically adjusting a profit rate inassociation with a determined level of utilization. Thus, in someembodiments, the price of a contract may be adjusted based upon theoccurrence of a predefined condition (e.g., a change in machineutilization). It should be noted that, in some embodiments, the presentinvention may comprise determining a utilization percentage or range ofutilization percentages associated with various types of gaming devices(e.g., a utilization percentage of all video poker machines).

It should be noted that, as the duration of gaming contracts may bemeasured by time or by game plays, operators may similarly configure agaming device to generate a particular “profit rate per number of gameplays.” For example, an operator may specify a desired profit rate of$32 per 1,000 game plays. Thus, if the contract cost of offering 250hands of a particular video poker contract is $8, then the contract maybe priced at $16 to reflect the desired profit rate.

Thus, as it is known for operators to increase and decrease the “holdpercentages” of various existing gaming devices (e.g., operatorsincrease a hold percentage by decreasing the probability associated withachieving one or more outcomes and/or decreasing the payout amountsassociated with those outcomes), operators may similarly control therates at which gaming devices earn profit when such devices administerflat rate session play or contracts for such play.

In one or more embodiments, aspects of the present invention, such asdetermining or otherwise offering contract pricing, may be practiced byreplacing and/or augmenting one or more components (e.g., hardwareand/or software components) of an existing gaming device. Thus, in oneor more embodiments, the invention may be applied as a retrofit toexisting gaming devices currently available for play within variouscasinos.

For example, a memory (e.g., computer chip) of the gaming device may bereplaced or added, the replacement or additional memory storing aprogram for instructing the processor of the gaming device to operate inaccordance with one or more embodiments of the present invention. Inanother example, data output via the gaming device (e.g., graphicaland/or textual data displayed on the gaming device) may be replaced oradded, the replacement or additional data indicating to a playerinformation relevant to one or more aspects of the present invention.

In a specific example, a gaming device may comprise various electroniccomponents mounted to one or more printed circuit boards (PCBs). Suchcomponents may include various hardware described herein, such as acommunications port and various controllers of peripheral devices (e.g.,a display controller), as well as a memory for storing programminginstructions (software) and a processor for carrying out suchinstructions. Forms of memory commonly found gaming devices includeelectronically erasable programmable read-only memory (EEPROM) anderasable programmable read-only memory (EPROM). Thus, in one or moreembodiments of the present invention, an EEPROM storing contract pricinginstructions (as well as instructions for carrying out other functionsperformed by the gaming device) may replace an EEPROM previouslyinstalled in a gaming device, such that the gaming device may beconfigured to operate in accordance with various processes of thepresent invention.

For example, a “pricing module” may be made available for purchase tovarious casino operators. The module, which may comprise varioushardware and software (e.g., an EEPROM storing software instructions),may be installed in an existing gaming device (e.g., a video-reel slotmachine, a video poker machine, etc.), such that when the module isinstalled, players of the device may elect (i) to play a game offered bythe gaming device without purchasing a flat rate session or contract, or(ii) to play a game offered by the gaming device by means of purchasinga flat rate session or contract. Thus, players who are familiar with thegames offered by various gaming devices may elect to pay for them in adifferent or similar manner as they are accustomed to. It should benoted that one advantage of flat rate session play and gaming contracts(which may be enabled by the installation of the pricing module) lies inthe ability to offer players discounts or perceived discounts foragreeing to play and/or pre-paying for a large number of game plays, fora long period of time, etc.

Accordingly, as described above, a gaming device may be configured toallow a player to select one of two “modes” of the gaming device, and toenable the selected mode. If a player selects a “standard” mode in whicha flat rate price will not be received for a plurality of game plays,the gaming device may be configured to operate in a manner similar tohow it operated before the installation of the pricing module (e.g.,players make funds available for each game play). If a player selects a“flat rate” mode and a flat price is paid for the privilege of executinga plurality of game plays, the gaming device may then be operable toexecute a gaming session or contract play as described herein.

In one example, a touch-sensitive display screen may be configured tooutput a prompt asking a player to select a mode of operation. FIG. 29,described below, illustrates one example screen that may be presented toa player as a means of allowing the player to select one of such twomodes of operation. Such a prompt may be output in occurrence to varioustrigger conditions (e.g., coins, bills or tickets are inserted; a creditbalance increases from zero to some other number; a player presses a“play” button; a player selects a denomination and/or game to play, aplayer inserts a player tracking card, a motion, weight, infrared orother sensor detects the presence of a player; etc.). Accordingly, aplayer may select a mode of operation (e.g., by pressing anappropriately labeled icon of a touch-sensitive display screen), andupon receiving the player's selection, the gaming device may beconfigured to operate in the selected mode. FIGS. 30-42, describedbelow, illustrate various screens of information that may be output to aplayer who selects a “flat rate” play of operation, in accordance withsome embodiments described herein.

In other embodiments, a peripheral device may be useful for implementingone or more embodiments of the present invention into the operation of aconventional gaming device. For example, in order to avoid or minimizethe necessity of modifying or replacing a program already stored in amemory of a conventional gaming device, an external or internal modulethat comprises a peripheral device may be inserted in, connected to orotherwise associated with the gaming device.

In still further embodiments, rather than configure existing gamingdevices to execute pricing logic by installing or connecting newhardware and/or software, such pricing logic may be downloaded into anexisting memory of one or more gaming devices. U.S. Pat. No. 6,805,634to Wells et al. teaches methods for downloading data to gaming devicesin such a manner. The entirety of U.S. Pat. No. 6,805,634 isincorporated by reference herein for all purposes. Thus, in someembodiments, an existing gaming device may be reprogrammed toaccommodate new pricing functionality of the present invention withoutthe need, or by minimizing the need, to remove and replace hardwarewithin the gaming device.

As described, in some embodiments, once prices have been determined inassociation with various contracts, such contracts may then be offeredto players of gaming devices (e.g., players may peruse, using a menuoutput via a touch-sensitive display screen of a gaming device, variousgaming contracts and prices associated therewith). Thus, an operator mayprogram a gaming device such that players may review a variety of gamingcontracts offered by the device. In one such example, a gaming devicemay output or otherwise display a “rate card,” indicating variousdurations and wager amounts associated with a price (e.g., 30 minutes ofplay, wherein the customer wagers $0.25 per bet, has a retail price of$30; an hour of play, wherein the player wagers $1 per game play, has aretail price of $150; etc.).

In various embodiments, a player may alter the determined price of anoperator-specified gaming contract without changing a contract parameter(e.g., the price changes, but the duration, active pay combinationsand/or amount wagered per game play remain constant).

For example, in one embodiment, a customer may receive a discount byproviding a promotional code. A promotional code may be received in avariety of manners (e.g., a player enters a code using an input device,a player inserts a promotional ticket into a ticket-in/ticket-outdevice, etc). Accordingly, in some embodiments, the present inventionmay comprise (i) determining a retail price associated with a contractor flat rate gaming session, (ii) receiving an identifier for apromotional discount, (iii) determining if the identifier is valid(e.g., a database indicates that the identifier has been issued and hasnot expired), (iv) determining a discount amount associated with theidentifier (e.g., a flat or percentage discount amount, and (v) applyingthe discount to the retail price (e.g., deceasing the price of thecontract or flat rate session by the discount amount). In furtherembodiments, promotional codes may enable free play as opposed to pricediscounts. For example, by entering a valid code, a player may beentitled to five extra minutes of video poker play along with anypurchase of a flat rate session. In some embodiments, players mayreceive promotional codes for visiting a Web site (e.g., to experiencetrial play of games or gaming contracts), participating in a survey,etc. For example, a player may (i) visit a Web site, (ii) play a free,short-duration gaming contract (e.g., five minutes), (iii) receive apromotional code, and (iv) enter the promotional code at a gaming devicewithin a casino to receive a discount on a gaming contract, begin agaming session using a balance that was accumulated online, receiveseveral minutes of bonus time when purchasing another gaming contract,etc.

In another embodiment, a player may receive a discount by purchasing thecontract or flat rate session along with other goods or services. Forexample, a flat rate play session may have a retail price of $30, butthe price may be decreased if the player agrees to eat at a restaurant,stay in a hotel room, purchase two show tickets, purchase anothercontract or flat rate session, and so on. In some embodiments, a gamingdevice and/or server of the present invention may communicate with aninventory or reservation management system (e.g., of a hotel, theatre,restaurant, etc.) to determine a level of utilization associated withanother property within the casino, and offer the player a discount on acontract or flat rate session if the player, for example, buys ticketsto a show that is expected not to sell out, purchases buffet passes goodduring off-peak hours, and so on.

In further embodiments, one or more players may receive a discount orother benefit for purchasing a contract along with another player. Forexample, if two players each desire to purchase a gaming contract with aretail price of $30, a casino may advertise the contracts at a discount(e.g., a “Husband and Wife package of two contracts for $50 total”). Forexample, two players may approach a desk or booth within a casino andindicate an interest in purchasing gaming contracts. A casinorepresentative may then, after receiving payment for the contracts,provide means for enabling the players to execute the gaming contracts.Such means include, but are not limited to (i) codes that the playersmay enter using an input device of a gaming device when desiring toexecute the contract, (ii) tickets that may be inserted into aticket-in/ticket-out component of a gaming device, (iii) magnetic-stripecards (e.g., comprising an identifier which may be read by a card readerdevice, such that a gaming device may determine whether or not theplayer is entitled to a gaming contract based on data stored on a serverassociated with the identifier), (iv) smart cards (e.g., comprising amemory storing session or contract data), and so on. In embodimentswherein contract or flat rate play session data of a central server mustthen be updated, the representative may utilize a computer device incommunication with such a server. Thus, as described, in someembodiments, players may present alternate forms of payment (codes,tickets, cards, etc.) other than currency to initiate gaming sessions orcontract play.

In another example, a player may visit a kiosk (or a desk within acasino staffed by casino personnel), purchase a gaming contract (e.g.,by providing funds and selecting or otherwise agreeing to variouscontract parameters), and be provided with means for executing such acontract. For example, a kiosk may print a bar-coded ticket, which maybe receivable by a “ticket-in/ticket-out” module of a gaming device,such that the gaming device may then scan the barcode of the ticket todetermine various contract parameters (e.g., a duration, a wager amountper game play, active pay combinations, and so on). The gaming devicemay then be configured to execute a gaming session characterized by theindicated contract parameters (e.g., such that the player needn'tprovide funds or spend time choosing contract parameters at the gamingdevice, but rather insert a ticket and begin playing almost immediatelythereafter). In yet another example, a player may visit a desk, booth orother location staffed by casino personnel, such that casinorepresentative may (i) determine contract parameters desired by theplayer, (ii) receive payment for the contract, (iii) utilize a computerterminal in communication with a server and/or one or more gamingdevices to indicate that the player is entitled to a contractcharacterized by certain parameters, and (iv) provide a card to theplayer that encodes various data (e.g., a plastic player tracking cardwith a magnetic strip encoding a player identifier, a smart card with aninternal memory storing contract data, etc.) such that the player mayinsert the card into a reader device in communication with a gamingdevice and begin play under the associated contract parameters. Itshould be noted that, in some embodiments, such methods of purchasinggaming contracts may be utilized by players desiring to purchasecontracts as gifts for others. Accordingly, in some embodiments, suchtickets or cards may be personalized (e.g., when purchasing a contractfrom a kiosk, a player may enter a recipient's name using an inputdevice of the kiosk, such that the recipient's name may be printed on a“gift ticket”), or may be accompanied by gift-oriented packaging (e.g.,“To/from envelopes” and so on). It should be noted that in someembodiments, players may purchase “group” contracts comprising alteredcontract parameters. For example, two or more players may play gamingsessions simultaneously, and receive benefits based on the total balanceaccumulated by both players at the end of the session.

In another example, two or more players may simultaneously play a drawvideo poker tournament session. In one such example, each player maysimultaneously be dealt the same starting hand during tournament play.In this manner, much like duplicate bridge play, luck may play a lesserrole in determining the winner of the tournament. In some embodiments,players may be given a limited time period after being dealt a startinghand to determine which cards to hold, after which time the dealt handmay be declared void. In other embodiments, players may participate in atournament by first participating in individual gaming sessions, andthen having the results of those sessions ranked to determine tournamentprizes and payouts (e.g., if a first player achieves a credit balance of179 as the result of a gaming session, and a second play achieves acredit balance of 245 as the result of a gaming session, the secondplayer may be awarded a benefit). It should be noted that one advantageof such an embodiment is that players may compete with one another in anasynchronous manner.

Various methods and apparatus for administering such group andtournament play embodiments are described in Applicant's U.S. Pat. No.6,312,332, filed Jul. 1, 1998, entitled “METHOD AND APPARATUS FOR TEAMPLAY OF SLOT MACHINES”; U.S. Pat. No. 6,206,782, filed Sep. 14, 1998,entitled “SYSTEM AND METHOD FOR FACILITATING CASINO TEAM PLAY”; U.S.Pat. No. 6,142,872, filed Mar. 31, 1998, entitled “METHOD AND APPARATUSFOR TEAM PLAY OF SLOT MACHINES”; U.S. Pat. No. 6,712,699, filed Feb. 5,2002, entitled “APPARATUS AND METHOD FOR FACILITATING TEAM PLAY OF SLOTMACHINES”; U.S. application Ser. No. 10/811,583, filed Mar. 29, 2004,entitled “APPARATUS AND METHOD FOR FACILITATING TEAM PLAY OF SLOTMACHINES”; U.S. application Ser. No. 10/842,405, filed May 10, 2004,entitled “METHOD AND APPARATUS FOR TEAM PLAY OF SLOT MACHINES”; U.S.application Ser. No. 10/254,831, filed Sep. 25, 2002, entitled “METHODAND APPARATUS FOR LINKED PLAY GAMING”; U.S. application Ser. No.10/414,934, filed Apr. 15, 2003, entitled “METHOD AND APPARATUS FORLINKED PLAY GAMING WITH COMBINED OUTCOMES AND SHARED INDICIA”; and U.S.application Ser. No. 10/023,149, filed Dec. 18, 2001, entitled “ANELECTRONIC GAMING DEVICE OFFERING A GAME OF KNOWLEDGE FOR ENHANCEDPAYOUTS”; the entirety of each are incorporated herein by reference forall purposes.

Additionally, in some embodiments, before a player purchases a gamingcontract (e.g., using a gaming device), the player may have anopportunity to purchase or select additional contract features. In oneembodiment a small fee may be associated with each feature the playerselects. In one embodiment, a player may select a particular contractwith operator-specified parameters. Before contract play begins, theplayer may be shown (e.g., via a touch-sensitive display device) a menuoffering one or more additional contract features and associated fees(e.g., “For double Royal Flush payouts, add $5 to price seen above”). Avariety of such additional contract features are contemplated, includingbut not limited to the following examples:

Increased payout amounts (e.g., for an extra fee, a player can receive5,000 coins for hitting a Royal Flush instead of 4,000 coins);

Increased probabilities (e.g., for an extra fee, a player can add a“Wild” card to the deck);

A greater number of winning pay combinations (e.g., a player can add a“4-Card Royal Flush In Sequence” pay combination);

A progressive jackpot feature (e.g., for an extra fee, a player becomeseligible to receive a progressive jackpot);

Bonuses or features based on the player's credit balance during thecontract and/or interval remaining in the contract. For example:

Negative balance limit (e.g., for an extra fee, a player can ensure thatthe player's balance does not fall beneath −100 credits);

“Start Over” option (e.g., for an extra fee, if the players balance islower than some threshold amount of credits after some interval haselapsed, the player may start the session over from the beginning at noadditional cost);

“Booster” option (e.g., for an extra fee, if the players balance islower than some threshold amount of credits and there is only a smallduration of the contract remaining, the player can “boost” the player'sbalance back to zero or some other predetermined level);

Thus, in some embodiments, the present invention may comprise, (i)receiving a selection of an additional contract feature, (ii) receivingpayment for the feature, and (iii) enabling the feature.

It should further be noted that, as described, a gaming device and/orserver of the present invention may alternately or additionally beconfigured to determine the price of a contract based onplayer-requested parameters. For example, a player may choose aparticular payout table, contract duration and wager amount per gameplay, and a price may be determined accordingly. In other embodiments, agaming device and/or server of the present invention may be configuredto determine various contract parameters based on a requested priceinput by a player. For example, a player may simply approach a gamingdevice, enter (e.g., using a keypad) or select (e.g., by pressing anicon of a touch-sensitive display screen) a particular price, and agaming device may then output a menu of available contracts based on theprice. For example, for a retail price of $20, a casino may be willingto offer any contract with a contract cost of $15 or less. Further, inone example, based on the price requested by a player and an hourlyprofit rate specified by an operator, a gaming device and/or server ofthe present invention may be configured to determine appropriateparameters of a “custom” contract. For example, if a player enters aprice of $17, and an operator has entered a desired hourly profit rateof $9, the player may be offered a variety of 30-minute contracts withassociated costs of $4, one-hour contracts with associated costs of $8,45-minute contracts with associated costs of $6, and so on.

In this manner, the retail price of a gaming contract or flat rate playsession may be determined. A player may then purchase a gaming contractor flat rate play session in a manner described herein, and play withinthe contract or session may commence.

Various additional features may then be made available to players offlat-rate sessions. Several features will now be described with respectto a video poker gaming machine, though it should be appreciated that avariety of other types of gaming devices (e.g., slot machines, videokeno machines, video blackjack machines, etc.) are contemplated as beingwithin the scope of the present invention.

In one example, wherein a contract s duration is measured in time (e.g.,a 30-minute session), players may accumulate additional time byachieving certain outcomes during play or by satisfying one or moreother predefined criteria. For example, a player may purchase a30-minute session of a video poker game. The player may then, inaddition to winning payout amounts when achieving certain outcomes,accumulate “bonus time.” For example, as indicated by a paytable, anoutcome of “Royal Flush” might pay “4,000 credits+2 minutes of BonusTime,” an outcome of “Full House” might pay “9 credits+30 seconds ofBonus Time,” and so on. In another embodiment, a bonus associated withan outcome may comprise a number of bonus game plays or hands, in thecase of a card game. A bonus game play may comprise, for example, agameplay that a player may play, beyond the duration of the contract,without providing wagers therefore. FIG. 30, described below,illustrates one example of a paytable in which a payout for an outcomemay include, in addition to a specified number of credits, one of aperiod of bonus time and a number of bonus hands.

In some embodiments, text and/or graphics may be output to indicateaccumulated bonus time to a player (e.g., a separate clock icon keepstrack of the bonus time the player wins). In one or more embodiments,players may then be allowed to utilize accumulated bonus time upon theconclusion of a gaming session (e.g., after 30 minutes expire, a playercan then “play out” any bonus time). In other embodiments, players maybe presented with an option to save or store bonus time for use at alater point. For example, by pressing an appropriately labeled icon of atouch-sensitive display screen, a player may choose to store anyaccumulated bonus time in an account associated with the player (e.g.,such that an indication of bonus time owed to the player is stored as arecord of a player database associated with the player). In anotherexample, a player may request to receive a cashless gaming ticket, theindicia thereof encoding data indicating an amount of bonus time owed tothe player. In further embodiments, players may be awarded bonus timefor contract play when playing gaming devices without a contract orsession (e.g., bonus time is awarded much like complimentary points whenplayers place wagers using slot machines). In still further embodiments,bonus time may be rewarded to players who agree to perform some actionrequested by a casino (e.g., watch a commercial for a casino restaurant,take a survey, call an 800 number and become a member of a particularprogram, etc.).

It should be understood that, in other embodiments (e.g., wherein acontract's duration is measured in game plays), players may similarlyaccumulate bonus game plays. It should further be understood thatredemption or utilization of such bonus game plays or hands, in the caseof a card game, may be realized in any of the manners described abovewith respect to redemption or utilization of bonus time.

In another example of a feature available to a player, a gaming deviceand/or server may be operable to track a number of consecutive wins andlosses achieved by a player during a session. Players may then receivebenefits based on the totals of consecutive wins or losses achieved. Forexample, in one embodiment, an area of a display device may be dedicatedto outputting a consecutive number of winning poker hands that a playerhas achieved. If the player achieves a threshold number of consecutivewinning poker hands, the player may then win a progressive jackpot. Insome embodiments, a gaming device may be configured such that a sessioncannot end on a winning hand (e.g., even if the player runs out oftime/hands, the player may still have a chance to win the progressive ifthe player begins to amass a streak of winning outcomes toward the endof a session).

In another example, an area of a display screen may indicate a number ofconsecutive losing hands, and if a certain threshold number is reached,a player may be provided with a benefit (e.g., a clock indicating timeremaining within the session is “frozen” or stopped until a playerachieves a winning hand). It should be understood that various otherbenefits can be made available based on consecutive wins and lossesachieved during a session (e.g., rather than “freezing” a clock, a clockis “slowed down,” etc.). Additionally, various graphic indications ofsuch benefits are contemplated (e.g., a clock icon appears “frozen”; asplayers accumulate consecutive winning hands, a thermometer rises;etc.).

Players might also receive benefits based on their credit balance duringa gaming session. In one example, if during a gaming session a player'sbalance is sufficiently negative (e.g., beneath a threshold number ofcredits), the player may receive increased payout amounts associatedwith various outcomes (e.g., Full House pays triple when players arebelow −100 credits). Plays might also receive additional video pokerhands (e.g., receive the ability to draw to three poker handssimultaneously) when a balance is low.

Such benefits may also be awarded based on the time that has elapsedduring the session or that time that remains within the session (e.g.,the interval remaining). For example, during the last minute of a flatrate video poker session, players may receive increased payout amountsassociated with certain outcomes.

In some embodiments, players may receive benefits based on accumulatedoutcomes, cards, symbols, and so on. For example, during a 30-minutevideo poker gaming session, if a player is able to collect 40 “Ace”cards, the player may win a bonus payout. In another example, a playermay be paid a bonus if the player achieves a plurality of variouswinning outcomes within a session (e.g., if the player achieves fiveeach of flushes, straights, 3-of-a-kind, etc.). In another embodiment, apayout amount associated with an outcome may increase or decreasedepending on how many times the outcome has been achieved during asession. For example, a player may be paid six coins the first time aflush is received, eight coins the second time it is received, and soon. In yet another example, if a player achieves a certain feat withinthe session (e.g., achieves a certain number of consecutive winningshands, achieves a number of winning hands during a period of tenminutes, achieves a certain total payout amount at the end of thesession, maintains a certain rate of play, etc.), the player may receivean opportunity to enter the players initials such that they are outputby a gaming device or peripheral device associated therewith (e.g., alarge display screen above a bank of machines indicating “high scores”).In further embodiments, such data regarding player accomplishments(e.g., “high scores,” “top players,” “top hands,” etc.) may be stored ina database, and may be “sortable” (e.g. upon player input) by (i) agiven time period (e.g., “Top winners today” or “Top winners all-time”),(ii) one or more machines on which the accomplishment occurred (e.g.,“Top hands on this machine”), (iii) wager amount per game play (e.g.,“Top $0.25 players”), (iv) player (e.g., “Tom's best hands”), and so on.For example, a player may press an icon of a touch-sensitive displayscreen (e.g., “See top players all-time”) such that certain data may beaccessed and/or output.

In some embodiments, video poker players may also receive an option to“surrender” a starting hand or hand that is initially dealt inassociation with a game play (e.g., forfeit a starting poker hand, suchthat a payment is received and the hand eliminated before the hand isdrawn to). For surrendering the hand, players may receive a payoutamount. For example, a player may be dealt an initial hand of2h-2c-10d-2s-Kc. Thus, before drawing, the player knows that at worst,by holding the 2h-2c-2s, he may be entitled to a payout for 3-of-a-Kind.However, the player also understands that by holding the 2h-2c-2s anddrawing two more cards, the player also has an opportunity to attain4-of-a-Kind or a Full House (which would result in greater payoutamounts than the 3-of-a-Kind). However, there is also a chance that theplayer will draw two unhelpful cards, leaving the player;only the payoutfor the 3-of-a-Kind. Accordingly, when the player is dealt the initialhand, the present invention contemplates an “Instant Pay” feature, whichmay provide a payout amount for the player to surrender the hand withoutdrawing to it. The payout amount may be equal to the expected value ofthe starting hand. Thus, the payout amount associated with surrenderingan initial hand may be larger than any payout amount the player isguaranteed to achieve in a final hand based on the initial hand (e.g.,the surrender payout is greater than the payout for 3-of-a-Kind), butless than any payout amount the player might achieve if the player holdsthe appropriate cards and deals to the hand (e.g., the surrender payoutis less than the payout for 4-of-a-Kind or Full House). It should benoted that one advantage of such an embodiment is that it may allowplayers to rapidly surrender hands when they feel the chances ofimproving the hand are unfavorable, and thereby play more hands per unittime.

In some embodiments of the present invention, as described, a parameterof a contract may comprise a standard wager amount per game play (e.g.,a player buys 30 minutes of video poker play, wherein the player maywager only $0.25 each hand). In some embodiments of the presentinvention, a player may be allowed to alter an amount wagered per gameplay while in the middle of a contract.

For example, a player who has paid an up-front, flat price of $40 for 30minutes of video poker play at $0.25 per hand may decide he wishes toincrease his wager amount per game play for the remainder of the session(e.g., as is known in the art, by wagering more, the player may beentitled to win relatively larger payouts as indicated by a paytable).The player may be allowed to do so, so long as the player agrees toaccept an offsetting change in another contract parameter thateffectively retains the same contract cost. For example, if a player has18 minutes of play remaining when the player requests an increase in thewager amount per game play from $0.25 to $0.50, the request may beapproved, but only if the player agrees to a nine minute reduction insession length. In some embodiments, even though the contract cost mayremain constant should a player increase a wager amount per game playand accept a shortened contract term, such an arrangement may still beadvantageous for a casino (e.g., because the gaming device may soonerbecome available for play of another flat-price contract). Accordingly,a gaming device may be configured to periodically offer to a player anopportunity to increase a wager amount per game play as described (e.g.,every five minutes or once per session, a text message is output via adisplay screen). It should be noted that, conversely, a player may beallowed to decrease a wager amount per game play and in return receivean extension on the length of an outstanding contract.

FIG. 36, described below, illustrates an example screen that may beoutput to a player, via which screen the player may change a wageramount in the midst of executing a contract.

In another example, a player may wish to increase or decrease a wageramount in association with one hand only (e.g., similar to doubling downin Blackjack, a player may “double his bet” on a given hand).Accordingly, before the hand is dealt, a player may signal such a desireusing an input device (e.g., a button labeled “Double bet this hand”).In some embodiments, a player may be allowed to increase a wager amountin such a manner a limited number of times during a gaming session,depending on the session's length (e.g., twice per thirty minutes, up tofive times per hour, etc.).

As stated, in some embodiments, a player may be allowed to increase awager amount by agreeing to an offsetting decrease in intervalremaining; accordingly, in one embodiment, if a player would like todouble his wager on a particular hand, he may do so, but an intervalremaining might be decremented at a faster rate while the player playsthe hand (e.g., a “time remaining” clock moves twice as fast during thehand, then resets to “normal speed” once the hand is complete).

It should be noted that a variety of other poker games besides 5-carddraw poker may be available to players. For example, in one or moreembodiments, players may purchase flat rate play sessions for stud pokergames. For example, in one embodiment, players may elect to play a7-card stud game (e.g., wherein players are dealt seven cards per gameplay, from which the best possible 5-card hand is constructed). Inanother embodiment, players may play a 5-card stud game. A 5-card studgame of the present invention may comprise various additional featuresor benefits available to players.

In one example of such a 5-card stud game, a “Royal Flush Helper”feature may be available. Accordingly, in some embodiments, a gamingdevice may be operable to (i) deal an initial 5-card hand (e.g.,“Ac-Kc-Qc-8h-7s”, (ii) determine whether or not the hand comprises anumber of cards that may be used to achieve a Royal Flush (e.g.,“Ac-Kc-Qc” are cards that might normally be held by a draw poker playerif the player were attempting to draw toward a Royal Flush), (iii)retain the cards that may be used to achieve a Royal Flush (e.g.,holding the “Ac-Kc-Qc”), (iv) draw to the retained cards in an attemptto create a Royal Flush, (v) determine whether or not a Royal Flush hasbeen achieved, and if so (vi) providing a payout amount associated withthe Royal Flush. Thus, a player may play a 5-card stud game, and receivepayouts for various winning hands dealt to the player (e.g., a FullHouse). However, if the player is dealt a losing hand, and the losinghand contains at least a predetermined number of cards that may be usedto achieve a Royal Flush (e.g., three or more of any Ace, King, Queen,Jack or 10 in the same suit), the cards may be held and drawn to in anattempt to achieve a Royal Flush. Thus, a stud poker game of the presentconvention may comprise a draw element (e.g., only certain dealt handsare ultimately drawn to, while others are not). It should be noted thatvarious such “target” outcomes other than Royal Flush are contemplated(e.g., Straight Flush, etc.).

In some embodiments, a gaming device and/or server may be configured todetect a player exhibiting “advantage play” behavior (e.g., countingcards and/or making hold/discard decisions based on “perfect” strategy).Various player behavior may be considered advantage play, including butnot limited to skillful or “perfect” play of a game such as video poker,frequent requests to pause a gaming session, volatile swings in wageringactivity, and so on. Upon detecting such advantage play, a gaming deviceand/or server may be configured to (i) terminate a gaming session, (ii)output a warning indication to a player (e.g., text is output via adisplay screen), (iii) output a subtle warning indication that might benoted by a slot attendant or other casino staff member (e.g., a smallgreen dot appears in the corner of a screen, the screen backgroundchanges slightly in color, or a light on the side of the machine'scabinet is actuated, such that a slot manager may take notice whenwalking by and take appropriate action), (iv) reduce the speed at whichgame play occurs (e.g., increase the time in between the dealing ofhands), and/or (v) prevent the player from purchasing further play(e.g., by updating an appropriate record of a player database).

In various embodiments of the present invention, a gaming device may beconfigured to execute a number of game plays automatically (i.e.,without receiving player input in association with one or more gameplays of a gaming contract or session). Various methods foradministering a plurality of game plays without receiving continuousinput from a player are described in Applicant's U.S. Pat. No.6,012,983, filed Dec. 30, 1996, entitled “AUTOMATED PLAY GAMING DEVICE”;U.S. Pat. No. 6,634,942, filed Jun. 12, 2002, entitled “SYSTEM ANDMETHOD FOR AUTOMATED PLAY OF MULTIPLE GAMING DEVICES”; U.S. applicationSer. No. 10/635,986, filed Aug. 7, 2003, entitled “SYSTEM AND METHOD FORREMOTE AUTOMATED PLAY OF GAMING DEVICES”; and U.S. application Ser. No.10/331,438, filed Dec. 27, 2002, entitled “METHOD AND APPARATUS FORAUTOMATICALLY OPERATING A GAME MACHINE”; the entirety of each areincorporated herein by reference for all purposes.

In some embodiments, a player may establish a gaming contract lasting aperiod of time (e.g., one hour). At some point during the contract, theplayer may indicate (e.g., using an input device, such as a physicalbutton or icon of a touch-sensitive display screen) a desire that aplurality of game plays are to be executed automatically (e.g., a gamingdevice and/or server should initiate and/or resolve at least one gameplay without the player pressing a “deal,” “draw” and/or “hold” button).

In some embodiments, a player may set a gaming device on automatic playindefinitely. For example, while playing out a video poker gamingcontract that entitles the player to an hour of unlimited hands of videopoker, the player may decide he no longer wishes to press a deal button,select hold cards, press a draw button, and so on, yet still remainseated in front of the gaming device to watch game play occur. Theplayer may actuate an input device to indicate such a desire (e.g., theplayer presses a button labeled “Activate Cruise Control” or “ActivateAutomatic Play”). Accordingly, the gaming device may be configured tocontinually execute game plays until (i) an input is received indicatingthat automatic play should be deactivated, or (ii) the number of gameplays or amount of time associated with the gaming contract are used orexpire. In some embodiments, such a feature may be disengaged when anyarea of a touch-sensitive display screen is pressed (e.g., textindicating such a condition may be output to a user during automatedplay). In other embodiments, certain portions of the screen may beexcluded from such a disengagement feature (e.g., a small box in thecorner of the screen may be pressed by a user to toggle the speed of a“cruise control” feature, such that touching anywhere else on the screendeactivates the feature).

Further, in some embodiments wherein a player may configure a gamingdevice to play automatically on his/her behalf indefinitely, periodicreminders may be output to the player reminding the player that such anautomated play feature is engaged. Further, in some embodiments, suchreminder messages may be accompanied by a prompt asking players toconfirm their desire that automated play remain activated (e.g., “CruiseControl has been active for 10 minutes. Your money is still beingwagered. Continue with Cruise Control?”). It should be noted that oneadvantage to such functionality may be the appeasement of regulatoryconcerns regarding automated play.

In some embodiments (e.g., embodiments involving a draw video pokergame), the player commonly makes strategy decisions when the gamingdevice is not set for automatic play. For example, the player istypically responsible for deciding which cards of a dealt 5-card hand tohold in an attempt to improve the hand with a draw. Accordingly, in someembodiments, when a gaming device is configured to play automatically onthe player's behalf, the gaming device may be operable to hold ordiscard certain cards of a dealt hand in accordance with strategyprotocol stored within a memory of the gaming device and/or server. Forexample, “perfect strategy” rules may indicate, based on testedmathematical simulations, which cards of a dealt 5-card draw poker handshould be held so as to maximize the expected value of the hand.

It should be noted that in some embodiments of the present invention,perfect strategy may alter depending upon the player's credit balance.For example, if the player has a sufficiently negative credit balance,and very little time remaining in a session, the only strategy that mayyield a positive credit balance may be to draw exclusively toward ahigh-paying outcome, such as a Royal Flush or 4-of-a-Kind (e.g., as onlya substantial payout will bring the player's balance above zero credits,whereby the player would be able to collect some amount of currency atthe end of the session).

Thus, in some embodiments, when a request is received to execute anumber of game plays in association with automatic play, the presentinvention may comprise executing hold/discard decisions of a video pokergame based on stored strategy rules. In some embodiments, only onepreset strategy may be available (e.g., maximize expected value). Inother embodiments, a player may choose from a number of strategy optionsfor automated play (e.g., “Always maximize expected value,” “Alwaysmaximize my chances of getting a winning hand” or “Always draw for theRoyal Flush,” etc.). Accordingly, a gaming device may execute a numberof game plays, while a player watches the machine perform strategydecisions and receives payouts for winning hands. Winning outcomes maybe accompanied by additional animations or sound effects to call theplayer's attention to the device. Various input devices may then enablethe player to regain control, change the speed with which outcomes arepresented, and so on.

It should also be noted that such stored strategy protocol may also beused to offer strategy hints to players, rather than be used toautomatically decide which cards to hold and discard for a player whenautomatic play is activated. For example, various strategyrecommendations may be output to a player when automatic play is notactivated. Various methods of outputting such recommendations arecontemplated, including but not limited to written recommendations(e.g., text is output via a display screen); auditory recommendations(e.g., a voice recording is output via audio speakers); highlighting,shading, outlining an other graphical alterations (e.g., the recommended“hold” cards are automatically outlined for the player); and so on.

In other embodiments, the player may specify a length of time or numberof game plays during which automatic play should be utilized (e.g., theplayer sets the gaming device on “Auto-Play” for 10 minutes, 60 hands,the remainder of a contract, etc.).

In a specific example, a player in the middle of a video poker gamingcontract may select a “Fast-Finish” option (e.g., by actuating anappropriately labeled input device), such that the remainder of thecontract may be resolved in an expedited manner (e.g., a number ofremaining hands are automatically played in rapid secession orsimultaneously). In various embodiments, a number of remaining gameplays associated with a contract may be determined in various manners.For example, if the duration of a contract is measured by a specificnumber of game plays, a gaming device may simply subtract the number ofgame plays that have already been initiated from the total number ofgame plays available to the player to determine the number of remaininggame plays. In another example, if the duration of a contract ismeasured in time, an estimated number of remaining game plays may bedetermined based on the time remaining from the point at which a playerselects a Fast-Finish option. In various embodiments, the estimation maybe based on (i) a predetermined, fixed number of game plays per unittime (e.g., players requesting Fast-Finish are automatically rewardedseven poker hands per minutes remaining), (ii) an average number of gameplays per unit time based on the players rate of play (e.g., if theplayer averaged five hands per minute before requesting Fast-Finish, theplayer may be given five hands for each minute remaining), (iii) thegreater of the fixed number and the player-specific average number, andso on.

Accordingly, a player who desires to conclude a gaming contract beforeit is scheduled or otherwise likely to finish may still receive at leastan approximate number of game plays that the player may be entitled to.However, it should be noted that, as demonstrated by other embodimentsdescribed herein, a player who desires to leave a gaming device before agaming contract is scheduled or otherwise likely to finish may possess avariety of options for continuing, pausing or terminating the contract.

In various embodiments, a player may leave a gaming device, and thegaming device may continue automatic play on the player's behalf. Forexample, a player may actuate a “Walk-Away” feature (e.g., by actuatingan appropriately labeled input device) at any time during a gamingsession, such that the gaming device may then be configured tocontinually execute game plays without further player input until (i) aninput is received indicating that Walk-Away should be deactivated, (ii)the number of game plays or amount of time associated with the gamingcontract are used or expire, (iii) a particular outcome is reached(e.g., a Royal Flush), etc.

In various embodiments, activating a Walk-Away feature may comprise (i)receiving a request from a player to activate a Walk-Away feature, (ii)determining a code or password which may be used to activate/deactivatea Walk-Away feature, (iii) activating the Walk-Away feature (e.g.,receiving the code and automatically executing game plays thereafter),and (iv) outputting an indication that a Walk-Away feature is active(e.g., a display screen outputs a message such as, “This machine in useby Player 8160916”). As stated, a Walk-Away feature may then bedeactivated upon a variety of conditions, including but not limited to(i) an input indicating that Walk-Away should be deactivated is received(e.g., a code or password is entered by a player or casinorepresentative), (ii) the number of game plays or amount of timeassociated with the gaming contract are used or expire, (iii) aparticular outcome is reached (e.g., a Royal Flush), and so on. Thus, aplayer may not be present while a gaming device executes a plurality ofgame plays in association with an automatic play feature.

The player may then return to the gaming device at some later pointwhile the feature is activated, and deactivate the feature using a codeor password. Thus, the player may rest assured that though the playermay not be present at the machine, no other player may approach thegaming device and execute a number of game plays in association with thegaming contract (e.g., the code may be provided only to the firstplayer, chosen by the first player as a private password, etc.).

In some embodiments, a gaming device may provide a code to a player uponthe player's request of a WalkAway or other automated play feature. Forexample, in one embodiment, a random number may be generated orotherwise determined by a gaming device and/or server (e.g., between arange of random numbers, such as 00001-99999). The number may then beassigned to a particular player (e.g., the number is stored as adatabase record associated with the player), and output to the player(e.g., via a printer, display screen, etc.). In another example, agaming device may store or otherwise communicate with a database storinga number of non-numeric (e.g., “dinosaur”) or partially-numericpasswords (e.g., “purple47”), from which one may be randomly chosen,assigned and output to a player.

In other embodiments, a player may enter a desired password. In one suchembodiment, a gaming device may specify (output to a player) variouslimitations associated with possible passwords players may choose.Various such examples are contemplated, including but not limited to:(i) each password must contain at least one numeric character, (ii) eachpassword must be between four and eight characters in length, (iii) thepassword is not “Vegas,” “lucky,” “1234” or any other password deemedunacceptable (e.g., due to its commonality), and so on. In one example,a gaming device may store or otherwise communicate with a databasecontaining a list of various unacceptable passwords (e.g., as specifiedby an operator).

In further embodiments, a player may activate a WalkAway or otherautomated play feature and choose not to disengage the feature (e.g.,the player does not return) until after the gaming session is complete.

In either case, a player returning to a gaming device after a Walk-Awayfeature had been enabled may review any game plays that had occurredduring the player's absence. For example, a gaming device and/or serverof the present invention may be configured to store game play data inassociation with a particular session or contract (e.g., a databasemaintained within the memory of a gaming device and/or server may storegame play data in association with a player identifier, sessionidentifier, contract identifier, etc.). Such game play data maycomprise, for example, an indication of (i) an outcome that was received(e.g., for a draw video poker game, a dealt five-card hand, as well ascards that were subsequently drawn to the dealt hand after a number ofindicated cards were held), (ii) a payout amount associated with theoutcome (e.g., 0 coins, 5 coins, etc.), and (iii) a timestamp associatedwith the outcome (e.g., the outcome occurred at 5:17:05 p.m.). Such datamay be accessed in a variety of manners. For example, a player mayindicate, using an input device of a gaming device, a desire to reviewsuch data, and the data may then be output (e.g., in the form of textand graphics) via a display device. In another example, a session mayend without a player returning after activating a Walk-Away feature, anda casino representative may “cash the player out” by, for example, (i)entering an override code to gain access to the machine, and (ii)printing a cashless gaming receipt. Indicia printed upon the cashlessgaming receipt may store (e.g., in a dense-pack barcode) various dataregarding the session, including but not limited to various game playdata described above, an indication of a credit balance or amount ofcurrency owed to the player, etc. Accordingly, the player may thenretrieve the cashless gaming receipt at a later time (e.g., by visitinga particular location within the casino and providing properidentification), and use~the receipt to (i) receive funds owed to theplayer (e.g., by presenting the receipt at a cashier or inserting thereceipt into a kiosk as is known in the art), and/or (ii) review gameplay data (e.g., by inserting the receipt into a gaming device, kiosk orother device operable to read the barcode, determine game play data, andoutput the determined game play data). In further embodiments, game playdata may be sent electronic to a player (e.g., to a players e-mailaddress).

It should also be noted that such game play data may be made availableto any player of a gaming session or contract, regardless of whether ornot the player enabled any automatic play feature.

In some embodiments, as described, a player needn't be present at thestart of a gaming session or contract utilizing automatic play. Forexample, as described, a player may contract a casino to execute anentire gaming session on the players behalf. For example, a player maypurchase for a flat rate a gaming contract entitling the player to anynet winnings after 5,000 hands of automatic video poker play. In oneexample, the player may specify a particular gaming device on which thecontract is to be executed, and agree to a time when the contract shouldbe completed (e.g., the following day at 9 a.m.).

A casino representative may then execute the gaming contract on theplayer's behalf by (i) approaching a gaming device (e.g., a devicerequested by a player), (ii) entering a code (e.g., using an inputdevice such as a keypad and/or touch-sensitive display screen) enablingthe representative to access a game play mode that may be unavailable toconsumers, (iii) executing a number of game plays (e.g., the game playsmay be executed in rapid secession or simultaneously), and (iv)executing the transmission or storage of an indication of the sessionresults and game play data (e.g., the results are stored on a casinoserver, encrypted within a barcode of a cashless gaming receipt, etc.).Thus, the player may return to review the results of the contract andreceive any winnings due to the player (e.g., net winnings). It shouldbe noted that such an embodiment may be advantageous in that it mayallow for a casino to administer large gaming contracts during off-peakperiods when machine usage is low, and potentially provide lowercontract pricing for customers.

As described, options other than those utilizing automatic play may bemade available to players who wish to leave a gaming device before acontract or session is concluded. For example, in some embodiments,players may be allowed to cash out of a prepaid, flat rate session atany time, keeping any positive balance of credits, or owing nothing if abalance is negative. In other embodiments, as described, playersterminating sessions early may be provided with a payout equivalent tothe value of interval remaining associated with the contract (e.g., anamount a player is expected to win based on the time remaining in thecontract).

As described above, in some embodiments wherein the interval of a gamingsession is denoted in time (as opposed to game plays), players may beallowed to pause a gaming session such that an interval remaining maynot be decreased (e.g., a graphic depiction of a clock stops). In someembodiments, players may request a pause by actuating an input device,but may do so only a limited number of times during a gaming session(e.g., five times per half hour). Further, such pauses may be temporary(e.g., a pause lasts only one minute). Similarly, a player might actuatean input device to “unpause” a game. FIG. 34, described below,illustrates an example screen that may be output to a player upon theplayer pausing a game in the midst of executing a contract.

In some embodiments wherein the interval of a contract is measured bytime (e.g., a player buys 30 minutes of play), various activities otherthan specifically requesting time stoppage (e.g., pressing a pausebutton) may have the effect of suspending, temporarily or otherwise, thedecrementing of an interval remaining associated with a contract (e.g.,such that the time remaining is not decreased). For example, a playermay access a “help” menu, or press an icon of a touch-sensitive displayscreen labeled “see pays” to view a pay table. Accordingly, in responseto receiving such an input a gaming device may be configured to suspenda time remaining value. In some embodiments, such a suspension may betemporary (e.g., each time a player accesses a help screen, the gamepauses for 15 seconds, after which the help screen is replaced by a maingame screen). FIG. 38, described below, illustrates an example screenthat may be output to a player who accesses a help menu.

Further, in some embodiments, a player may be enabled to request andreceive extended pauses of a gaming session by requesting a “Time OutTicket” or other token that enables the player to subsequently resumeplay. For example, upon receiving such a request, a gaming device may beoperable to output (e.g., using a thermal printer that may additionallyprint standard cashless gaming receipts) a ticket that may enable aplayer to resume a gaming session at a later time. This may befacilitated in a variety of manners. For example, in one or moreembodiments, indicia of the ticket may be encrypted with session data(e.g., a credit balance, an interval remaining, etc.), such that agaming device receiving the ticket may be operable to reconfigurevarious settings such that the player may resume a gaming contract fromwhere the player left off (e.g., a clock on the screen is set to acertain time, the player's balance is set to a certain amount, etc.).The gaming device may then output a prompt requesting the player toconfirm the players desire to resume a gaming session with the indicatedparameters. In another example, the indicia of the ticket may notencrypt all session data, but rather a session identifier or otheridentifier, such that a gaming device receiving the ticket may read theindicia, determine the identifier, and access session data associatedwith the identifier (e.g., data stored within a database maintained on aserver). FIG. 35, described below, illustrates an example screen thatmay be output to a player who elects to finish a session at a latertime.

In an alternate embodiment, such data (e.g., session data, a sessionidentifier, etc.) may be stored within the memory of a smart cardprovided to a player. Further still, players desiring extended pausesmay simply request an extended pause, and associate a PIN code with thesession. Session data may then be stored within a gaming device and/orserver, such that a player may enter a PIN and resume the session at anytime.

In some embodiments, players completing gaming sessions (e.g., playingan entire 30-minute, pre-paid session of video poker) may be presentedwith a variety of options. For example, after a session expires, agaming device may output a menu screen offering a player the opportunityto (i) cash out any balance of credits the player may be entitled to(e.g., any net winnings), (ii) exchange the credits for an alternatepayment offer (e.g., an amount of merchandise, food, hotel orentertainment credit), (iii) purchase a contract extension, (iv)purchase another contract, (v) store preferences or other settings, (vi)request to be added to an email list to receive promotional offers, etc.Several of these options will now be described in further detail.

In some embodiments, a player may elect to exchange a number of creditsfor a non-cash alternate payment offer. Alternate payment offers may beconstructed such that players perceive the offers to be of a relativelyhigh value in comparison to the monetary amount due to the player. Forexample, the player might be offered $20 in buffet credit instead of an$11.25 cashout value (though the provision of the buffet to the playermay cost the casino less than $11.25). Various systems and methods foradministering such payment offers are described in Applicant's U.S. Pat.No. 6,186,893, filed Dec. 18, 1996, entitled “SLOT MACHINEADVERTISING/SALES SYSTEM AND METHOD”; U.S. application Ser. No.09/570,335, filed May 15, 2000, entitled “SYSTEM TO DETERMINE CASINOOFFERS”; U.S. application Ser. No. 10/56,576, filed May 24, 2002,entitled “METHOD AND APPARATUS FOR GAMING WITH ALTERNATE VALUE PAYOUTS”;and U.S. Application No. 60/581,085, filed Jun. 18, 2004, entitled“APPARATUS, SYSTEMS AND METHODS FOR FACILITATING ALTERNATE GAMING DEVICEPAYMENTS”; the entirety of each are incorporated herein by reference forall purposes.

In other embodiments, a player may elect an extension of an expiredcontract, An extension may be similar to the gaming contract the playerhas completed, though the following elements may be dissimilar: (i) theextension may be of shorter duration (e.g., a 10-minute extension may beavailable after a 30-minute contract concludes), (ii) the extension mayhave a different price (e.g., if the duration is shorter, the price maybe lower), and/or (iii) the player may be allowed to begin the extensionperiod with the credit balance (positive or negative) carried over fromthe previous contract. Thus, the duration and starting balance of theextension may influence its price. For example, if a player's balance atthe end of a contract is considerably negative (e.g., −200 credits), theextension duration is short (e.g., five minutes), and the extensionstipulates that the player must begin with the ending balance of theprevious contract, the extension may be provided at a relatively lowprice (or even for free). In another example, if the player's balance atthe end of a contract is considerably negative (e.g., −200 credits), andthe extension duration is short (e.g., five minutes), the player may besold an extension with a starting balance of zero (e.g., “resetting” theplayer's balance), but for a higher price. In a further example, aplayer with a positive balance may be given the option of (i) keepingthe winnings, and purchasing an extension for a first price, or (ii)forfeiting the winnings, and purchasing an extension for a reducedprice. The contract cost and prices of such extensions may then becalculated in a manner similar to that described previously.

A player may also request that various settings or preferences may bestored (e.g., as a record of a database maintained within the memory ofa gaming device and/or server). Any type of customizable parameter of agaming device may be stored as a preference, including but not limitedto colors, card or symbol themes, preferred payout structures, the speedwith which reels spin or cards are drawn, preferred automatic playsettings, music or sound options, language, and so on. Methods forcustomizing gaming devices are described in Applicant's U.S. Pat. No.6,068,552, filed Mar. 31, 1998, entitled “A GAMING DEVICE AND METHOD OFOPERATION THEREOF”; U.S. Pat. No. 6,110,041, filed Dec. 30, 1996,entitled “METHOD AND SYSTEM FOR ADAPTING GAMING DEVICES TO PLAYINGPREFERENCES”; and U.S. application Ser. No. 10/361,201, filed Feb. 7,2003, entitled “A GAMING DEVICE AND METHOD OF OEPRATION THEREOF”; theentirety of each are incorporated herein by reference for all purposes.

In some embodiments, a video poker game may offer a bonus feature toplayers who purchase flat rate sessions. A variety of such bonus gamesand bonus features are contemplated.

In one example of a video poker game with a bonus feature, a bonusfeature may persist or run in parallel to a primary poker game. Forexample, in addition to a common fivecard draw game, such as “Jacks orBetter” or “Double Double Bonus Poker,” one or more display screenscontinuously depict a bonus feature.

In various such examples, the bonus feature may be collection-based. Forexample, the goal of the game may be to collect certain indicia orgroups of indicia (e.g., in a video poker game, to collect certain cardsor groups of cards). Several embodiments are contemplated in thisregard. For example, the goal of the game may be to collect as many“hearts” as possible during a course of a session, and a bonus payout atthe end of the session may be based on the number of hearts collected(e.g., a player collecting a number of hearts within a first range mayreceive a first payout amount, a player collecting a number of heartswithin a second range may receive a second payout amount, and so on).Any type, group or designation of cards may be collected in this regard(e.g., players collect “hearts,” “face cards,” “Aces,”“odd-numbered-cards,” “Queen of Diamonds and so on). In someembodiments, players may be required to collect a target number of cardsto receive a bonus payout, and this may occur several times during thecourse of a session (e.g., each time a player collects 50 spades, theplayer is awarded a payout, and a collection total is reset to 0). Inother embodiments, players must collect various combinations of cards inorder to receive a payout (e.g., players must assemble a royal flush inspades, collect all four Ace cards, collect every diamond card, etc.).

Various methods of “collecting” cards are contemplated. In one or moreembodiments, each card dealt to a player may be considered “collectable”(e.g., if the goal of a collection-based bonus feature is to collecthearts, each heart card dealt to a player may be duplicated anddisplayed as a collected card or otherwise added to a collection total).In other embodiments, only drawn or held cards may be consideredcollectable (e.g., in order to have a dealt 8c “collected,” the playermust decide to hold the card). In further embodiments, only cards dealtor drawn to a certain position or in a certain order may be consideredcollectible (e.g., in order to be collected, a particular card must bedealt or drawn to the fourth of five card positions). In still furtherembodiments, only discarded cards may be considered collectible (e.g.,to collect an Ace, a player must discard it). In still furtherembodiments, only cards that are part of a winning hand may beconsidered collectible.

Various methods of displaying collected cards or collection totals arealso contemplated. In some embodiments, a “collected card area” or“collection area” of a display screen may display graphic images or textindicating one or more collected cards (e.g., as demonstrated by FIG.25). In other embodiments, an area of a display screen or an LED metermay depict a “collection total” associated with one or more cards (e.g.,a meter or counter adjacent to text reading “Collected Hearts Total”reads “27”).

In some embodiments, collected cards may last a limited duration duringa session before they “expire” or are otherwise removed from acollection area and/or decremented from a collection total. Methods oftracking collected game symbols (such as playing cards) and associatingexpiration conditions therewith are described in commonly-owned U.S.patent application Ser. No. 10/772,837, filed Feb. 10, 2004, entitled“ELECTRONIC AMUSEMENT DEVICE AND METHOD FOR ENHANCED SLOT MACHINE PLAY”;and commonly-owned U.S. Pat. No. 6,203,430, filed Oct. 1, 1998, entitled“ELECTRONIC AMUSEMENT DEVICE AND METHOD FOR ENHANCED SLOT MACHINE PLAY”;the entirety of each are incorporated herein by reference for allpurposes.

For example, the goal of a collection-themed feature may be for a playerto collect a number of Aces by discarding them during the course of aprimary poker game as described. For example, during a 30-minutesession, the goal of a collection-themed bonus feature may be for aplayer to discard 12 Aces in six consecutive hands (e.g., such that eachdiscarded Ace is sent to a collection area, where it remains for onlysix hands after it has been discarded, at which time it “expires” and isremoved from the collection area). An exemplary display screenoutputting a screenshot from such a game is depicted by FIG. 25.

In such a game, a player may be awarded a relatively substantial payoutfor achieving a goal of collecting a certain number of cards, forseveral reasons. First, because collected cards expire after aparticular duration (e.g., this duration may be fixed or variable, asdescribed in Applicant's previously referenced material), it may becomechallenging for players to amass enough cards to earn a payout, ascollected cards will frequently be expiring. Secondly, a gaming devicemay fund a lucrative bonus payout and still maintain a desired houseedge and primary game payout structure, because players must choosewhether to hold Aces to play for payouts in the primary game (e.g., if aplayer is dealt three Aces, the player holds the Aces to earn a payoutfor an outcome of 3-of-a-Kind, 4-of-a-Kind or Full House), or discardAces to play for larger payouts via the collection bonus feature (e.g.,if a player is dealt three Aces, the player may also discard the threeAces in an attempt to collect a target amount). In other words, theexistence of the bonus feature may serve to substitute for payouts fromthe primary game, as players may discard cards that otherwise may havebeen held to produce winning outcomes.

Additionally, as depicted by FIG. 25, payouts may be awarded in “tiers”for achieving various goals. For example, a player may be awarded ajackpot of 10,000 coins for collecting 12 discarded Aces in six hands,or smaller payouts of 200 coins for collecting 11, 25 coins forcollecting 10, and so on.

In one or more embodiments, a gaming device may be configured to analyzeand/or store player decisions with respect to holding and discardingcards. For example, if on one or more instances a player is dealt asingle ace along with a number of other suited cards (e.g., the playeris dealt Ah-7h-Jh-5c-10d), such that the player has “three cards to aflush,” and the player chooses to hold the suited cards (rather thandiscard the ace), a gaming device may be configured to store anindication of the player's choice given the particular hand (or type ofhand). A historic decisions database in communication with the gamingdevice may be used to store such historic hold/discard decisions inassociation with a player. For example, a database may indicate possiblecombinations of cards that a player may initially be deak (e.g.,Ah-7h-Jh-5c-10d is one combination). The database may also indicatepossible “hold choices” along with each initial hand dealt to a player(e.g., in association with Ah-7h-Jh-5c-10d, the player may choose tohold Ah-7h-Jh, etc.). Further, such a database may indicate a number ofinstances which a player elected to pursue a particular strategy (e.g.,when dealt Ah-7h-Jh-5c-2d, the player held Ah-7h-Jh 12 times and Ahthree times, as indicated by an “actual held cards” field of such adatabase). An exemplary data structure of such a database follows.PLAYER P-102737 HELD HELD CARDS CARDS ACTUAL INITIAL/DEALT CHOICE CHOICEHELD CARDS HELD HAND 1 2 CHOICE N CARDS Ah-7h-Jh-5c-10d Ah-7h-Jh Ah (nocards held) 1 Ah-7h-Jh-5c-2d Ah-7h-Jh Ah (no cards held) 1 (×12), 2 (×3)Ah-7h-Jh-5c-3d Ah-7h-Jh Ah (no cards held) — Ah-7h-Jh-5c-4d Ah-7h-Jh Ah(no cards held) —

It should of course be understood that rather than various“initial/dealt hands” may be considered substantially similar in theirnature, such that it may be assumed that if a player made a strategichold/discard decision in association with a first hand (e.g.,Ah-7h-Jh-5c-4d), the same decision may apply to a second hand (e.g.,Ah-7h-Jh-5c-3d). In some embodiments, a database may store indicationsof such “like hands.”

In this manner, historic play decisions may be stored in associationwith a particular player. In some embodiments, automated play may thenbe based on such historic play decisions. For example, if a playerexecutes a “cruise control” feature as described, a gaming device may beconfigured to (i) deal an initial hand, (ii) determine whether or nothistoric play decision data exists in association with the hand (or oneor more similar hands), and if so (iii) execute hold/discard decisionsautomatically based on the data. In some embodiments, if no data existsin association with the hand (or one or more similar hands), the gamingdevice may execute hold/discard decisions automatically based on storeddefault “perfect strategy” rules.

In further embodiments, a variety of other parameters may be measuredand/or stored when a play decision is stored, including but not limitedto (i) a number of collected cards, (ii) an expiration value associatedwith one or more collected cards, (iii) a current credit balance, (iv)an interval remaining in association with a session, and so on. Forexample, when a player is dealt an initial hand of Ah-As-Ad-5c-4d, andthe player has collected eight out of 12 aces necessary to receive asubstantial bonus payout the player may discard the three dealt aces.However, if the player is dealt an initial hand of Ah-As-Ad-5c-4d (or acomparable hand) and the player has only seven aces collected, theplayer may decide to hold the aces. Additionally, a player may be moreor less likely to discard such aces depending on an expiration valueassociated with one or more cards already collected by the player (e.g.,if three of the player's aces expire on the next hand, and the playerisn't “close” to getting a bonus payout, the player may choose not todiscard the cards). In another example, if the player has a sufficientlynegative credit balance, and little time remaining in a session, theplayer may be more likely to make an aggressive play for a larger payoutamount (e.g., discarding three aces) Thus,k in some embodiments,historic play decision data may consider the hold/discard decisions aplayer has made with respect to certain game conditions, including (i)an initial hand dealt to a player, (ii) a number of collected cards,(iii) an expiration value associated with one or more collected cards,(iv) a current credit balance, (v) an interval remaining in associationwith a session, and so on.

Additionally, a gaming device of the present invention may be configuredto detect a player's tendency to play toward payouts from the primarygame (e.g., the player almost always holds Aces) or payouts from thebonus feature (e.g., the player frequently discards Aces, even whendealt three or more). In one embodiment, in response to detecting that aplayer seems to be disregarding the bonus feature, a gaming device maybe configured to output a message to the player promoting the bonusfeature. Along with the promotional message, an additional benefit maybe offered to entice the player to interact with the bonus feature bydiscarding cards (e.g., “Discard this Ace and get credit for two acesinstead of one,” “Discard these Aces and they'll last for eight handsinstead of six,” etc.).

A gaming device may measure whether or not a player is utilizing such abonus feature in a variety of manners. In one example, a gaming deviceand/or server may monitor a “discard percentage” in association with aplayer, which may be determined by the following function:${{DISCARD}\quad{PERCENTAGE}} = \frac{{TOTAL}\quad{ACES}\quad{{DISCARDED}/}}{{TOTAL}\quad{ACES}\quad{DEALT}}$

In some embodiments, it may then be determined to output a message basedon the discard percentage (e.g. if the discard percentage is less than40%, output a message). In some embodiments, the determination ofwhether or not to output a message may also be based on the number oftotal Aces dealt. For example, if the player has been dealt more than 20Aces, and this discard percentage is less than 50%, then a message maybe output to a player.

As described, a discard percentage may be associated with a player.Players may be identified in a variety of manners. In one example, itmay be assumed that a single player is associated with each flat-rateplay session (e.g., a discard percentage is associated with eachsession, and thereby with an individual player). In non-sessionembodiments, a player might be identified by player tracking means asknown in the art, or, for example, by detecting a sustained breakbetween consistent game plays (e.g., such that it can be assumed a newplayer has engaged with a gaming device If the device had been idle fora period of time).

EXAMPLE SCREENS OF GAMING DEVICE

Reference will not be made to FIGS. 27 through 42, each of which is anexample screen that includes information that may be output inaccordance with some embodiments of the present invention. It should benoted that any and all of the screens, and any and all informationdepicted thereon, may be output via a device other than a gaming device.For example, in one embodiment a kiosk may output the screens of FIGS.27 through 31 while a gaming device may output the screens of FIGS. 32through 42. It should further be noted that although the screens ofFIGS. 27 through 42 are depicted as touch screens, wherein a player maymake selections by touching an appropriate area of the touch screen, inother embodiments information may be output via in another manner. Forexample, audio may be used to output available selections to the playerand the player may indicate a selection by speaking into a microphone.In another example, one or more buttons of a keypad or keyboard may beassociated with selections available on a screen and the player may makeselections by actuating the appropriate button(s).

Referring now to FIG. 27, illustrated therein is an example screen 2700depicting exemplary information that may be output to a playercontemplating playing a game on a gaming device. As can be seen, thescreen 2700 illustrates, in area 2705, a plurality of games that areavailable for play in a flat rate play mode (e.g., by purchasing acontract in accordance with embodiments described herein). It should beunderstood that any number of games may be made available. It shouldfurther be understood that any and all of the games made available to aplayer for flat-rate play may be downloadable games, in the sense thatthe games may be downloaded from a server device. Area 2710 of thescreen informs the player that any of the depicted games are availablein a flat-rate play context. Area 2715 of the screen invites the playerto select one of the available games (e.g., by touching the appropriategame name in area 2705). Assuming a player selects the “Jacks or BetterGame”, the player may be presented with the example information of theexample screen of FIG. 28.

As can be seen, the screen 2800 of FIG. 28 provides to a player a choiceof denominations for wagering on the selected game. The screen 2800 alsoinforms the player, in area 2805, of the game the player selected in theprevious screen 2700. The particular example denominations from whichthe player may choose in the illustrated example are (i) five cent play(by touching area 2810); and (ii) twenty-five cent play (by touchingarea 2815). Area 2820 invites the player to select an availabledenomination. In some embodiments, a player may be able to provide acustomized denomination. It should be understood that any number ofdenominations may be made available to a player. Assuming a playerselects twenty-five cent play, the player may be presented with theexample information on the example screen of FIG. 29.

The screen of FIG. 29 outputs a choice of modes of play to a player viaa screen 2900. As described herein, in one or more embodiments a gamingdevice may be operable to operate in both a conventional pricing mode,in which a player provides a wager per game play, and a flat rate pricemode. The player may elect to participate in (i) “regular twenty-fivecent play”, in which the player provides a distinct wager for each gameplay in a conventional manner and does not play in accordance with acontract as described herein; or (ii) flat rate play, in which mode theplayer is provided with a guaranteed amount of time, a guaranteed numberof game plays, or a guaranteed number of qualifying game plays (e.g., 50winning game plays) for a contract price the player typically pays priorto initiating the session under the contract. In accordance with theexample of screen 2900, a player may indicate a desire to participate inflat rate play, and in particular in one of the flat rate price packagesindicated on the screen (i.e., guaranteed play for a half-hour orone-hour) by actuating area 2910 of the screen or a desire toparticipate in regular $0.25 play by actuating area 2915 of the screen.Area 2920 invites the player to select a mode of play. As described, insome embodiments, a “pricing module” may be installed in an existinggaming device (e.g., a video-reel slot machine, a video poker machine,etc.), such that when the module is installed, players of the device mayelect (i) to play a game offered by the gaming device without purchasinga flat rate session or contract, or (ii) to play a game offered by thegaming device by means of purchasing a flat rate session or contract.Accordingly, in some embodiments, a gaming device equipped with such amodule may feature a screen similar to screen 2900.

It should be noted that the screens of FIGS. 27 through 42 may be outputin an order other than the order in which they are described in thepresent application. For example, a player may be presented with achoice of “flat rate play” versus “regular play” prior to selecting agame and i or prior to selecting a denomination for wagers. If, based onthe information depicted in FIG. 29, a player elects to participate in“flat rate play”, the player may be presented with the exampleinformation of the example screen of FIG. 30.

In the screen 3000 of FIG. 30, a player may be presented with aplurality of contracts or flat rate play packages. Each package may beassociated with a respective price and respective terms or parameters ofplay. Area 3005 of the screen informs the player of the game that theplayer previously selected (Jacks-or-Better) and to which the presentedfiat rate price package applies. Area 3010 outputs to the player thepayout schedule associated with each of the respective flat rate playpackages. In particular, (i) sub-area 3010A informs the player of therespective winning sets of indicia that may be obtained in playing theselected game; (ii) sub-area 3010B informs the player of the respectiveamount of credits that will be paid for obtaining a corresponding set ofindicia; (iii) sub-area 3010C informs the player of a respective amountof bonus time, if any, that will be awarded to the player for obtaininga corresponding set of indicia; and (iv) sub-area 3010D informs theplayer of an amount of additional game plays, if any, that will beawarded to the player for obtaining a corresponding set of indicia. Itshould be noted that, in the example embodiment depicted in screen 3000,the payout schedule indicates that a player may be awarded either anamount of bonus time (e.g., the player's flat rate play session may beextended by the indicated amount of bonus time the player wins as aresult of obtaining a corresponding set of indicia) or an amount ofbonus game plays (bonus hands in the case of video poker) for obtainingcertain sets of indicia. However, in other embodiments, a player may beawarded both a bonus number of bonus hands and a bonus period of time bywhich a flat rate play session may be extended.

The screen 3000 depicts a plurality of flat rate play sessions orcontracts that a player my purchase for the “Jacks-or-Better” game. Forexample, one of the contracts, depicted in area 3015A, defines a priceof $40.00, for which price the player will receive one-half hour of playof the game “Jacks-or-Better” utilizing the pay table illustrated inarea 3010, in which time each game play would be for a five-coin,twenty-five cent wager. In accordance with this flat rate play session,the player would also be provided with thirty comp points uponpurchasing or completing the contract (the event based on which the comppoints are awarded may vary, based on the preferences of the casino,manufacturer of the gaming device, and/or designer of the game, contractor flat rate play mode).

In another example, the contract depicted in area 3015B also defines aprice of $40.00, but under the terms of this contract the player wouldreceive 350 game plays or hands of the Jack-or-Better game using the paytable depicted in area 3010, at a five-coin, twenty-five cent wager perhand (i.e., a total wager of $1.25 per game play). The player would alsobe provided with thirty comp points upon purchasing or completing thiscontract.

In yet another example, the contract depicted in area 3015C defines aprice of $70.00, in exchange for which the player would receive one hourof play of the game “Jacks-or-Better”, using the pay table illustratedin area 3010, at a five-coin, twenty-five cent wager per hand (i.e., atotal wager of $1.25 per game play). Under the terms of this contract,the player would receive 60 comp points upon purchasing or completingthe contract.

In still another example, a fourth available contract depicted in area3015D defines a price of $70.00 for 700 hands of the “Jacks-or-Better”game using the pay table illustrated in area 3010, at a five-coin,twenty-five cent wager per hand. Under the terms of this contract, theplayer would be provided with 60 comp points upon purchasing orcompleting this contract.

Although the same pay table is illustrated as corresponding to each ofthe presented available contracts, in some embodiments some of theavailable contracts may correspond to different pay tables.

It should be noted that the pay table depicted in area 3010 is anexample pay table that defines, for a plurality of possible outcomes,not only an amount of credits to be provided upon an obtainment of anoutcome, but also a bonus that corresponds to the outcome. The bonus maybe either a period of time or a number of game plays or hands. A bonusperiod of time is a period of time beyond a period of time or number ofgame plays defined by the contract, during which period the player mayplay the game without providing payment or wagers therefore. Similarly,a bonus game play is a game play a player may play, beyond a period oftime or number of game plays defined by a contract, for which the playerneed not provide a payment or wager.

It should be noted that, if a player obtains a bonus period of time orbonus number of game plays as a result of an outcome, the player mayutilize or redeem that bonus (i) immediately upon obtaining it (e.g.,the clock for the contract may be paused while the player utilizes orredeems bonus); (ii) immediately upon an ending or completion of thecontract during the execution of which the bonus was obtained; (iii) atanother specified time (e.g., an hour after the player completes playunder the terms of the contract); and/or (iv) another time. The time atwhich a bonus may be utilized or redeemed may be based on one or morerules specified by a casino, player, game designer and/or gaming machinemanufacturer. In one embodiment, a player may be required to satisfy oneor more conditions in order to redeem or utilize the bonus (e.g., playat a predetermined rate).

It should be noted that in one embodiment both a bonus period of timeand a bonus number of game plays or hands may correspond to an outcome.

It should further be noted that, in some embodiments, a bonus period oftime and/or a bonus number of game plays may correspond to an outcome towhich no amount of credits corresponds.

It should still further be noted that, in one embodiment, whether aplayer is provided with a bonus period of time or a bonus number of gameplays may depend on whether the player is currently playing under acontract that defines a period of time as a duration of the contract ora number of game plays. For example, if a player purchases the contractindicated in area 3015A, that defines one-half hour of play for $40.00,and the player obtains a straight the player may be provided with abonus of ten seconds of time under the pay table depicted in area 3010.If, on the other hand, the player purchases the contract indicated inarea 3015B, that defines 350 game plays or hands for $40.00, and theplayer obtains the “straight”, the player may instead be provided withtwo bonus game plays or hands. Of course, in other embodiments, a playerplaying under a contract that defines a period of time as a duration ofthe contract may be provided with a bonus of bonus hands and vice versa.

In one embodiment, different contracts may include different additionalbenefits, products and/or services to be provided to a player uponpurchase and/or successful completion of a contract. For example, in oneembodiment a first contract includes a discount for a show at thecasino, a second contract includes a free dinner at a casino restaurant,and a third contract includes a defined number of free spins at aspecified gaming device or on a specified game (e.g., a new gamecurrently being promoted). Thus, the additional benefit, product orservice included in the contracts may be a factor in the decision makingprocess for a player contemplating which contract to purchase. Forexample, a casino may steer players towards purchasing a particularcontract by including in it a benefit, product or service of a highperceived value (e.g., a free ticket to a very popular and typicallysold out show, a guaranteed reservation at a sought-after but difficultto get into casino restaurant or hotel, etc).

Area 3020 of screen 3000 invites a player to select one of the availablecontracts (e.g., by touching one of the areas 3015A, 3015B, 3015C or3015D).

Referring now to FIG. 31, an example screen 3100 is depicted thatillustrates example information that may be output to a player whoelects to purchase the contract in area 3015A of FIG. 30, which definesa half-hour of play of the game Jacks-or-Better for $40.00. Screen 3100confirms/reminds the player, in area 3105, that the flat rate playsession the player is about to purchase is for a Jacks-or-Better game.Area 3110 confirms/reminds the player that the player is about to enterinto a flat rate mode of the gaming device. In area 3115 of the screen,the player is prompted to insert the appropriate payment for theselected contract (in this example, $40.00). The screen also enables theplayer, via area 3120, to change his mind and go back to select anothercontract.

Referring now to FIG. 32, depicted therein is an example screen 3200illustrating example information that may be output to a player whoinserts the $40.00 in response to the prompt in area 3115 of FIG. 31.

It should be noted that, in accordance with one embodiment and asillustrated in area 3230, the credit meter balance is set at thebeginning of the play session to an amount different from the amount ofcredits corresponding to the payment for the contract. As described, insome embodiments a credit meter balance may be set to zero at thebeginning of a flat rate play session despite the player having providedpayment for the flat rate play session. As also described, in someembodiments, the credit meter balance may be allowed to track andreflect amounts below zero, as the player's effective wagers for eachgame play are subtracted from a current credit meter balance.

In some circumstances, a player may already have credits in a creditmeter balance when initiating a flat rate play session. For example, aplayer may engage a gaming device in conventional play and, when theplayer happens to still have eight (8) credits remaining in the creditmeter balance, the player may decide to engage in flat rate play. Theplayer may, for example, purchase a flat rate play session for $40.00.In such circumstances, the eight (8) credits remaining in the creditmeter balance needs to be dealt with appropriately.

For example, upon the player indicating a desire to initiate a flat rateplay session, the eight (8) credits may be dispensed to the player andthe credit meter balance may be set to zero. The credits may bedispensed, for example, as coins or casino tokens via a coin tray of thegaming device, as a cashless gaming receipt, by being transferred to aplayer account on a casino server and/or by being stored in a temporarymemory or another meter of the gaming device until the end of the flatrate play session being initiated.

It should further be noted that a clock is depicted in area 3240A of theupper right-hand corner of the screen, informing the player of theamount of time left under the purchased contract. If the player hadpurchased a contract that defines a number of game plays as a duration,the player may instead be informed of the number of game plays leftunder the contract, in a similar manner. The screen also depicts, underthe clock, an indication of the amount of bonus time the player hasaccumulated thus far (area 3240B). Below the indication of the amount ofbonus time accumulated under the contract is a plurality of touch-screenbuttons 3240D through 3240H, each button corresponding to a function andmenu that that player may access while executing the contract. Each ofthese is explained below, with reference to FIGS. 34 through 38.

Area 3205 outputs the pay table applicable to the flat rate playsession. Area 3210 illustrates the current indicia for a game play and,in the case of video poker in which the indicia comprises cards, anindication of which cards are to be held and which are to be discarded(e.g., based on a player decision). Area 3215 informs the player of thegame being played and area 3220 once again reminds the player that theplayer is operating the gaming device in a flat rate play mode. Area3225 indicates the effective wager amount per game play (even though theplayer is not actually providing payment during the flat rate playsession, beyond the payment the player initially provided for the flatrate play session). Area 3235 allows the player to request a dealing ofcards.

Referring now to FIG. 33, illustrated therein is an example screen 3300(similar to screen 3200 of FIG. 32) that may be output to a player whopurchases a contract that defines a duration in terms of a number ofgame plays rather than a period of time. Most of the elements of screen3300 correspond to those of screen 3200 (e.g., area 3325 illustrates acredit meter balance, as did area 3230 of screen 3200). However, thescreen 3300 depicts, in area 3340A, a number of game plays or handsremaining (rather than an amount of time remaining, as was depicted inarea 3240A of screen 3200) as well as, in area 3340B, a number of bonusgame plays or hands being accumulated and tracked, rather than a bonusperiod of time (as was done in area 3240B of screen 3200).

Referring now to FIG. 34, illustrated therein is an example screen 3400that may be output to a player who actuates the “pause” touch screenbutton of either area 3240D of screen 3200 (FIG. 32) or area 3340D ofscreen 3300 (FIG. 33). As can be seen, the screen indicates to a player,via area 3415, and area 3420, that the game has been paused. The screen3300 also allows the player to return to the game, by actuating area3425. As described herein, in some embodiments it may be desirable toallow a player to pause a game in order to, for example, talk with afriend, eat a snack, etc. In one embodiment, a game being played under acontract may only be paused up to a maximum amount of time. At the endof the maximum amount of time, the play session may be automaticallyresumed.

Area 3405 reminds the player of the game that is being played andpaused. Area 3410 reminds the player that the player is operating thegaming device in a flat rate play mode.

Referring now to FIG. 35, illustrated therein is an example screen 3500that may be output to a player who actuates the “finish later”touch-screen button in either area 3240E of screen 3200 (FIG. 32) orarea 3340E of screen 3300 (FIG. 33). Area 3520 informs the player thatthis screen allows the player to finish the flat rate play session at alater time and sub-area 3520A allows the player to obtain furtherinformation regarding such an option. For example, a player may desireto discontinue a play session in order to use a restroom or have dinner.As illustrated by the example information output in areas 3520 and 3525of the screen, in accordance with one embodiment a cashless gamingticket or other indicia may be output to a player, the cashless gamingticket or other indicia being recognizable by a gaming device such thatthe player may input the cashless gaming ticket or other indicia into agaming device at a later time in order to continue the play session. Asalso illustrated by the example information output in sub-area 3520B ofthe screen, in one embodiment a time limit may be imposed upon the timeduring which the player may continue the play session. For example, thecashless gaming ticket or other indicia may expire if not used tocontinue the play session within thirty days from the time at which theplayer discontinues the play session. In one embodiment, such an expiredcashless ticket may be redeemable for a product or service even if it isnot usable to continue the session. For example, a player may exchangesuch an expired ticket for dinner (or a discount off dinner) at a casinorestaurant or a discount off a purchase of another contract.

Area 3505 reminds the player of the game being played. Area 3510 remindsthe player that the gaming device is being operated in a flat rate playmode. Area 3515 indicates to the player that the clock for the game iscurrently stopped. By actuating area 3525, a player may cause a cashoutticket usable for re-initiating the flat rate play session. It should benoted that, in some embodiments, other means of allowing a player todiscontinue and later re-start flat rate play session may be used. Forexample, in one embodiment (in addition to or in lieu of printing aticket receipt or other document with the information), the currentinformation regarding the player's progress in the flat rate playsession (e.g., current credit meter balance at the time the session isstopped, remaining duration of the flat rate play session, bonus timeand/or bonus game plays earned, etc.) may be stored (e.g., inassociation with a player identifier) on a server operable tocommunicate with one or more gaming devices, within a databasemaintained by a particular gaming device, and so on.

Referring now to FIG. 36, illustrated therein is an example screen 3600that may be output to a player who actuates the “change bet”touch-screen button in either area 3240F of screen 3200 (FIG. 32) orarea 3340F of screen 3300 (FIG. 33). Area 3605 informs the player thatthis screen allows the player to change his bet under the terms of theflat rate play session and sub-area 3605A allows the player to obtainfurther information regarding such an option. As illustrated, inaccordance with one or more embodiments a player may be allowed tochange a wager per game play under the terms of a contract, while in themidst of executing the contract. In one embodiment, the player mayindicate any desired amount that the player desires the wager be changedto and the gaming device or controller may calculate (i) whether such achange is acceptable; and (ii) any adjustments to any other parametersof the contract that may be necessary and/or desirable to offset thechange in the wager amount. For example, a change in a wager may only beallowed if the profit on the contract may be maintained within a desiredrange without decreasing the time remaining under the contract by morethan 50%.

In another embodiment, as illustrated in the screen 3600 of FIG. 36, aplayer may be provided with a limited number of specified options as towhat amount a current wager may be changed to, and the correspondingchanges in any other parameters that would accompany such a change. Inone embodiment, a database of such options may be stored and accessed inresponse to a request to change the wager amount In one embodiment, thechanges to any other parameters that would accompany the change in thewager amount may be precalculated and stored for retrieval, rather thancalculated in response to a request to change the wager amount. In otherembodiments, any changes to any other parameters as a result of thechange in the wager amount may be calculated in response to the requestto change the wager amount (e.g., based on the current credit meterbalance, original price paid for the contract and time or game playsremaining). For example, the gaming device or controller incommunication with the gaming device may store a subroutine and/oralgorithm for such a calculation. It should be noted that such acalculation may be performed in an iterative fashion until an acceptablecombination of changed parameter values is determined.

As illustrated by the information of the screen of FIG. 36, in oneembodiment a change in wager amount may result in a change in the numberof credits in the credit meter balance and a change in the timeremaining under the contract. Of course, if the contract being executedwere one that defined a duration in terms of a number of game playsremaining, a change in the wager amount may be accompanied by a changein the number of game plays remaining.

For example, area 3610B informs the player that the current bet is$0.25, five coin play and that there are thirteen (13) credits(equivalent to $3.25) available on the credit meter balance and theremaining duration of the flat rate play session is fifteen (15)minutes. If the player desires to maintain these parameters, the playermay actuate the “return to game” button of area 3620. Alternatively, theplayer may change his current bet, and thus the parameters of the flatrate play session, in accordance with the information in either area3610A or area 3610C.

Area 3610A informs the player that the player has the option of changingthe bet to $0.05 five-coin play, which would result in sixty-five (65)credits being available in the credit meter balance (equivalent to$3.25) and that remaining duration of the flat rate play session wouldbe extended to thirty-five (35) minutes (rather than the fifteen atwhich it currently is). If the player desires to change the bet to$0.05, five-coin play, the player may actuate the button depicted inarea 3615. The player may select this option, for example, if the playerdesires to extend the length of the flat rate play session.

Area 3610C informs the player that the player has the option of changingthe bet to $1.00 five-coin play, which would result in four (4) creditsbeing available in the credit meter balance (equivalent to $4.00) andthat remaining duration of the flat rate play session would be decreasedto two (2) minutes (rather than the fifteen at which it currently is).If the player desires to change the bet to $1.00, five-coin play, theplayer may actuate the button depicted in area 3625. The player mayselect this option, for example, if the player desires to finish theflat rate play session sooner.

It should be noted that, in some embodiments, a pay table may beadjusted or another pay table may be selected based on changes to a betamount. For example, if the player selects area 3625 and thus increaseshis bet from $0.25, five-coin play to $1.00, five-coin play, the playermay be eligible for higher payouts.

Referring now to FIG. 37, illustrated therein is an example screen 3700that may be output to a player who selects the “change game”touch-screen button of either area 3240G of screen 3200 (FIG. 32) orarea 3340G of screen 3300 (FIG. 33). In accordance with one embodiment,a player may be allowed to change the game being played under a contractwhile in the midst of executing the contract. As with the “change bet”feature described with respect to FIG. 36, it should be understood thata change in the game being played may result in adjustments to one ormore other parameters of a contract (e.g., time or game plays remaining,credit meter balance, additional requirement payment, etc). It shouldfurther be noted that such adjustments to the other parameters as aresult of the change in game may be calculated in response to therequest to change game (e.g., the gaming device or controller incommunication with the gaming device may store a sub-routine and/oralgorithm for such a calculation). in other embodiments, suchcalculations may be performed beforehand and store in memory forretrieval in response to a request to change the game.

In the example illustrated in screen 3700, a player is presented withinformation regarding his current game in area 3705. Sub-area 3705Aindicates to the player the game currently being played asJacks-or-Better. Sub-area 3705B indicates to the player that the currentcredit meter balance has a $5.25 equivalent of credits. Sub-area 3705Cindicates to the player that there are currently fourteen (14) minutesremaining in the flat rate play session under the current parameters.Area 3710 presents the player with a variety of games (and respectivesets of parameters) that the player may elect to switch to. For example,sub-area 3710A provides the player with an option to switch to a DoubleDouble Bonus game, in which case the player would maintain the $5.25worth of credits but the remaining duration of the session would bereduced to twelve (12) minutes. Sub-area 3710B provides the player withan option to switch to a Double Bucks game, in which case the playerwould maintain the $5.25 worth of credits but the remaining duration ofthe session would be reduced to eleven (11) minutes. Sub-area 3710Cprovides the player with an option to switch to a Bonus Deluxe game, inwhich case the player would maintain the $5.25 worth of credits but theremaining duration of the session would be reduced to ten (10) minutes.Sub-area 3710D provides the player with an option to switch to a JokerPoker game, in which case the player would maintain the $5.25 worth ofcredits but the remaining duration of the session would be reduced toten (10) minutes. Sub-area 3710E provides the player with an option toswitch to a 21/Blackjack game, in which case the player would maintainthe $5.25 worth of credits but the remaining duration of the sessionwould be reduced to nine (9) minutes. Sub-area 3710F provides the playerwith an option to switch to a Keno game, in which case the player wouldmaintain the $5.25 worth of credits but the remaining duration of thesession would be reduced to eight (8) minutes. A player may elect toswitch to one of the games available by actuating area 3715.Alternatively, the player may elect to remain playing the current gameby actuating area 3720.

Referring now to FIG. 38, illustrated therein is an example of a helpmenu 3800 that may be output to a player who actuates the “help”touch-screen button of either area 3240H of screen 3200 (FIG. 32) orarea 3340H of screen 3300 (FIG. 33). The help menu 3800, as illustrated,may provide links to additional information on each of a plurality oftopics or features (listed in area 3815) available via flat rate play atthe gaming device being played. Of course, the topics/featuresillustrated on the help menu of FIG. 38 are exemplary only and notexhaustive. Each topic/feature 3815A1 through 3815N1 corresponds a oneof the areas 3815A2 through 3815N2. Thus, for example, if a playerdesires to obtain additional information on the “Game Clock”topic/feature 3815A1, the player actuates the corresponding “info”button in area 3815A2.

Area 3805 reminds the player that the player is currently playing aJacks-or-Better game. Area 3810 reminds the player that the gamingdevice is currently being operated in a flat-rate play mode. A player myreturn to the current game from the help menu 3800 by actuating area3820.

Referring now to FIG. 39, illustrated therein is an example screen 3900that may be output to a player who requests information on the clock3240A of FIG. 32. For example, a player may desire to learn how theclock may be paused, how time may be added to the clock, etc. Area 3915illustrates to the player that the clock is stopped while the player isreviewing information about the clock. Area 3920 may include adescription of features, information and explanations respecting theclock. Area 3905 reminds the player that the game currently being playedis a “Jacks-or-Better” game while area 3910 reminds the player that thegaming device is currently operating in flat rate play mode. A playermay return to playing the game by actuating area 3925.

Referring now to FIG. 40, illustrated therein is an example warningscreen 4000 that may be output to a player who, based on his rate ofplay during a session, may cause the session to end earlier than theanticipated end time. Area 4120 informs the player of why the warningscreen is being output (e.g., of the condition(s) of the flat rate playsession that the player is violating, will violate, and/or that willcause the flat rate play session to end early). A player may actuatearea 4020A to obtain further information on this warning or notice.

For example, as described herein, in one embodiment a contract thatdefines a duration as a period of time, the period of time may be amaximum period of time but may only be guaranteed if the playersatisfies or abides by certain conditions. For example, if a playerpurchases a contract that allows the player to play a game for ahalf-hour in exchange for $40.00, the half-hour of play may only beguaranteed provided the player does not exceed a specified rate of playduring the session and/or does not play more than a maximum number ofgame plays. In one embodiment, for example, the duration of the sessionmay be defined as (i) 30 minutes or (ii) 500 game plays, whicheveroccurs first The maximum number of game plays may be defined such that,provided the player plays at a normal rate of play (or even a reasonablyfaster than normal rate of play), the player's session should still endbased on the maximum amount of time (30 minutes in the current example)rather than the maximum number of game plays. In one embodiment, if themanner in which the player is playing the game somehow may cause theplayer's session under the contract to end earlier than the half-hourdefined by the contract, a warning message may be output to the playerinforming him of the possibility of the early ending of the session. Itshould be noted that the example warning message depicted in FIG. 40informs the player, based on his current rate of play, of how manyminutes are left before the end of the session if the player continueshis current rate of play, as well as a comparison to the number ofminutes the player would otherwise be entitled to under the contract. Itshould further be noted that, as indicated in FIG. 40, the clock isstopped during the output of the warning message such that the playerdoes not lose any time on his contract in viewing the message.

Area 4005 reminds the player that the game currently being played is aJacks-or-Better game. Area 4010 reminds the player that the gamingdevice is currently operating in a flat rate play mode. Area 4015informs the player that a count-down of the duration of the session(whether in minutes or number of game plays) has been paused while thewarning screen 4000 is output. A player may acknowledge the warning andreturn to playing the game by actuating area 4025.

Referring now to FIG. 41, illustrated therein is a screen 4100 depictinganother example warning message that may be output to a player whosemanner of play may cause his play session to end earlier than he mightexpect. The warning is output in area 4120 and the player may obtainfurther information about the warning by actuating area 4120A.

In the example warning message of FIG. 41, the player is informed of howmany hands or game plays the player may complete before reaching themaximum number of game plays allowed under the contract. The output ofsuch a manner may allow the player to determine how best to pace hisplay such that he obtains the full 30 minutes of play under the contract(e.g., the player may slow his rate of play if he has a lot of time leftuntil the end of the contract but not a lot of game plays). Again, itshould be noted that the clock is stopped during the output of themessage. The clock may be restarted again, for example, when the playeractuates the “OK” touch-screen button on the screen, indicating that hehas read the message and would like to return to playing the game.

Area 4105 reminds the player that the game currently being played is aJacks-or-Better game. Area 4110 reminds the player that the gamingdevice is currently operating in a flat rate play mode. Area 4115informs the player that a count-down of the duration of the session(whether in minutes or number of game plays) has been paused while thewarning screen 4100 is output A player may acknowledge the warning andreturn to playing the game by actuating area 4125.

Referring now to FIG. 42, illustrated therein is an example screen 4200that may be output to a player whose session under a contract has ended.The example information of this screen may be output upon, for example,an occurrence of an event triggering the end of the session. Forexample, the maximum amount of time defined by the contract may havepassed since an initiation of the play session (e.g., the clock 5 ofscreen 32 reads “0 minutes to go”) or the maximum number of game playsdefined by the contract may have been played (e.g., the “handsremaining” indictor of FIG. 33 reads “0”). Area 4215 informs the playerof the reason for the termination of the flat rate play session. Asindicated by the screen, the player may be informed of the credit meterbalance (e.g., in dollars) at the end of the session (in area 4220) andbe allowed to cash out the amount (by actuating area 4225). In oneembodiment the credit meter balance may be negative at the end of thecontract. As described herein, in one embodiment in such a circumstance,the player may not be responsible for paying the negative amount and maynot be allowed to cash out the negative amount (i.e., the player maysimply walk away from the device at the end of the play session, havingreceived satisfying entertainment for 30 minutes without worrying aboutrunning out of money during the 30 minutes of play or incurringunpredictable or large losses during the 30 minutes).

Area 4205 reminds the player that the game played during the flat rateplay session had been a “Jacks-or-Better” game. Area 4210 reminds theplayer that the gaming device is operating in a flat rate play mode.

Conclusion

Although the foregoing embodiments employ slot machines and video pokermachines, it is within the scope of the present invention to employother types of gaming devices, such as video roulette machines, videoblackjack machines and the like.

Thus, while the present invention has been described in terms of certainpreferred embodiments, other embodiments that are apparent to those ofskill in the art are also intended to be within the scope of the presentinvention. For example, the present invention may be practiced by anonline casino utilizing only software and not involving traditional slotmachines. Accordingly, the scope of the present invention is intended tobe limited only by the claims appended hereto.

1. A method for determining a price, comprising: determining a durationof a flat rate play session and a value of a price parameter; simulatingplay of the flat rate play session for the duration of the flat rateplay session, using the value of the price parameter; determining, basedupon the simulation, a simulated payout amount; and adding a profitmargin amount to the simulated payout amount. 2-20. (canceled)